- Timestamp:
- Apr 10, 2021, 1:46:51 AM (4 years ago)
- Branches:
- feature/imgui-sdl
- Children:
- 4a777d2
- Parents:
- 8d92284
- git-author:
- Dmitry Portnoy <dportnoy@…> (04/10/21 01:46:46)
- git-committer:
- Dmitry Portnoy <dportnoy@…> (04/10/21 01:46:51)
- Location:
- shaders
- Files:
-
- 2 edited
Legend:
- Unmodified
- Added
- Removed
-
shaders/asteroid.frag
r8d92284 rb8efa56 4 4 layout(location = 0) in vec3 position_eye; 5 5 layout(location = 1) in vec3 color; 6 layout(location = 2) in vec3 normal_eye; 7 layout(location = 3) in vec3 light_position_eye; 8 layout(location = 4) in vec3 light2_position_eye; 6 layout(location = 2) in vec2 fragTexCoord; 7 layout(location = 3) in vec3 normal_eye; 8 layout(location = 4) in vec3 light_position_eye; 9 layout(location = 5) in vec3 light2_position_eye; 9 10 10 11 layout(location = 0) out vec4 frag_color; … … 52 53 // specular intensity 53 54 vec3 Is = Ls * Ks * specular_factor; 54 vec3 Is2 = Ls * Ks * specular_factor2 ;55 vec3 Is2 = Ls * Ks * specular_factor2 + vec3(fragTexCoord, 0.0) - vec3(fragTexCoord, 0.0); 55 56 56 57 frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2)/2, 1.0); -
shaders/asteroid.vert
r8d92284 rb8efa56 19 19 layout(location = 0) in vec3 vertex_position; 20 20 layout(location = 1) in vec3 vertex_color; 21 layout(location = 2) in vec3 vertex_normal; 22 layout(location = 3) in uint obj_index; 21 layout(location = 2) in vec2 inTexCoord; 22 layout(location = 3) in vec3 vertex_normal; 23 layout(location = 4) in uint obj_index; 23 24 24 25 layout(location = 0) out vec3 position_eye; 25 26 layout(location = 1) out vec3 color; 26 layout(location = 2) out vec3 normal_eye; 27 layout(location = 3) out vec3 light_position_eye; 28 layout(location = 4) out vec3 light2_position_eye; 27 layout(location = 2) out vec2 fragTexCoord; 28 layout(location = 3) out vec3 normal_eye; 29 layout(location = 4) out vec3 light_position_eye; 30 layout(location = 5) out vec3 light2_position_eye; 29 31 30 32 // fixed point light position … … 40 42 color = (vertex_color * hp_percent) + (damage_color * (1.0 - hp_percent)); 41 43 44 fragTexCoord = inTexCoord; 45 42 46 light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0)); 43 47 light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0));
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