source: opengl-game/asteroid.vert@ c7fb883

feature/imgui-sdl points-test
Last change on this file since c7fb883 was 25b47d7, checked in by Dmitry Portnoy <dmp1488@…>, 6 years ago

Correctly send the hp of each asteroid to the shader using a uniform array and allow the player to damage and destroy the asteroids with lasers.

  • Property mode set to 100644
File size: 1.1 KB
RevLine 
[ec4456b]1#version 410
2
[14ff67c]3#define MAX_NUM_OBJECTS 1024
[93baa0e]4
[25b47d7]5uniform mat4 view, proj;
6uniform float hp[1016];
[14ff67c]7
8layout (std140) uniform models {
9 mat4 model_mats[MAX_NUM_OBJECTS];
[e165b85]10};
11
[d0b9596]12layout(location = 0) in vec3 vertex_position;
13layout(location = 1) in vec3 vertex_color;
[9dd2eb7]14layout(location = 2) in vec3 vertex_normal;
[14ff67c]15layout(location = 3) in uint ubo_index;
[8b7cfcf]16
[f7d35da]17out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
[9dd2eb7]18
19// fixed point light position
20vec3 light_position_world = vec3(0.0, 0.0, 2.0);
[cf2d1e5]21vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
[ec4456b]22
23void main() {
[14ff67c]24 position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
[c8dc5c6]25 normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
[25b47d7]26
27 float hp_percent = hp[ubo_index] / 10.0;
28 vec3 damage_color = vec3(1.0, 0.0, 0.0);
29 color = (vertex_color * hp_percent) + (damage_color * (1.0 - hp_percent));
30
[9dd2eb7]31 light_position_eye = vec3(view * vec4(light_position_world, 1.0));
[f7d35da]32 light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
[9dd2eb7]33
34 gl_Position = proj * vec4(position_eye, 1.0);
[ec4456b]35}
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