Changeset aa00bf2 in opengl-game
- Timestamp:
- Nov 22, 2019, 8:51:26 PM (5 years ago)
- Branches:
- feature/imgui-sdl, master, points-test
- Children:
- 3782d66
- Parents:
- f97c5e7
- git-author:
- Dmitry Portnoy <dmitry.portnoy@…> (11/22/19 20:49:26)
- git-committer:
- Dmitry Portnoy <dmitry.portnoy@…> (11/22/19 20:51:26)
- Location:
- shaders
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
shaders/ship.frag
rf97c5e7 raa00bf2 5 5 layout(location = 0) in vec3 position_eye; 6 6 layout(location = 1) in vec3 color; 7 layout(location = 2) in vec3 light_position_eye; 8 layout(location = 3) in vec3 light2_position_eye; 7 9 8 10 layout(location = 0) out vec4 outColor; … … 26 28 vec3 Ia2 = La * Ka; 27 29 28 //vec3 direction_to_light_eye = normalize(light_position_eye - position_eye);30 vec3 direction_to_light_eye = normalize(light_position_eye - position_eye); 29 31 //float dot_prod = max(dot(direction_to_light_eye, normal_eye), 0.0); 30 32 … … 32 34 //vec3 Id = Ld * color * dot_prod; 33 35 34 //vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye);36 vec3 direction_to_light2_eye = normalize(light2_position_eye - position_eye); 35 37 //float dot_prod2 = max(dot(direction_to_light2_eye, normal_eye), 0.0); 36 38 … … 52 54 //vec3 Is2 = Ls * Ks * specular_factor2; 53 55 54 // frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0);56 //outColor = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0); 55 57 outColor = vec4(color, 1.0); 56 58 } -
shaders/ship.vert
rf97c5e7 raa00bf2 17 17 layout(location = 0) out vec3 position_eye; 18 18 layout(location = 1) out vec3 color; 19 layout(location = 2) out vec3 light_position_eye; 20 layout(location = 3) out vec3 light2_position_eye; 19 21 20 22 // fixed point light position 21 //vec3 light_position_world = vec3(0.0, 0.0, 2.0);22 //vec3 light2_position_world = vec3(0.0, 1.5, -0.1);23 vec3 light_position_world = vec3(0.0, 0.0, 2.0); 24 vec3 light2_position_world = vec3(0.0, 1.5, -0.1); 23 25 24 26 void main() { … … 27 29 //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0))); 28 30 color = vertex_color; 29 //light_position_eye = vec3(view * vec4(light_position_world, 1.0));30 //light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));31 light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0)); 32 light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0)); 31 33 32 34 gl_Position = ubo.proj * vec4(position_eye, 1.0);
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