source: opengl-game/asteroid.vert@ 0e0f851

feature/imgui-sdl points-test
Last change on this file since 0e0f851 was 0e0f851, checked in by Dmitry Portnoy <dmp1488@…>, 6 years ago

Add a dedicated shader for asteroids, add an OpenGL debug callback, and start implementing the ability for asteroids to change color as they take damage.

  • Property mode set to 100644
File size: 1.1 KB
Line 
1#version 410
2
3#define MAX_NUM_OBJECTS 1024
4
5uniform mat4 view, proj, hp;
6
7layout (std140) uniform models {
8 mat4 model_mats[MAX_NUM_OBJECTS];
9};
10
11/*
12layout (std140) uniform hp_uniform {
13 mat4 hp[MAX_NUM_OBJECTS];
14};
15*/
16
17layout(location = 0) in vec3 vertex_position;
18layout(location = 1) in vec3 vertex_color;
19layout(location = 2) in vec3 vertex_normal;
20layout(location = 3) in uint ubo_index;
21
22out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
23
24// fixed point light position
25vec3 light_position_world = vec3(0.0, 0.0, 2.0);
26vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
27
28void main() {
29 position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
30 normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
31 //color = vertex_color * (hp[ubo_index][0][0] * 10.0); //(hp[ubo_index*4] / 10.0);
32 color = vertex_color * (hp[0][0] * 2.0 / 10.0);
33 light_position_eye = vec3(view * vec4(light_position_world, 1.0));
34 light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
35
36 gl_Position = proj * vec4(position_eye, 1.0);
37}
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