source: opengl-game/shaders/asteroid.vert@ 4a777d2

feature/imgui-sdl
Last change on this file since 4a777d2 was b8efa56, checked in by Dmitry Portnoy <dportnoy@…>, 4 years ago

In VulkanGame, change the asteroid pipeline to use ModelVertex

  • Property mode set to 100644
File size: 1.6 KB
RevLine 
[3e8cc8b]1#version 450
2#extension GL_ARB_separate_shader_objects : enable
3
4struct Object {
5 mat4 model;
6 float hp;
[4ece3bf]7 bool deleted;
[3e8cc8b]8};
9
10layout (binding = 0) uniform UniformBufferObject {
11 mat4 view;
12 mat4 proj;
13} ubo;
14
15layout(binding = 1) readonly buffer StorageBufferObject {
[6385d0f]16 Object objects[];
[3e8cc8b]17} sbo;
18
19layout(location = 0) in vec3 vertex_position;
20layout(location = 1) in vec3 vertex_color;
[b8efa56]21layout(location = 2) in vec2 inTexCoord;
22layout(location = 3) in vec3 vertex_normal;
23layout(location = 4) in uint obj_index;
[3e8cc8b]24
25layout(location = 0) out vec3 position_eye;
26layout(location = 1) out vec3 color;
[b8efa56]27layout(location = 2) out vec2 fragTexCoord;
28layout(location = 3) out vec3 normal_eye;
29layout(location = 4) out vec3 light_position_eye;
30layout(location = 5) out vec3 light2_position_eye;
[3e8cc8b]31
32// fixed point light position
33vec3 light_position_world = vec3(0.0, 0.0, 2.0);
34vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
35
36void main() {
[6385d0f]37 position_eye = vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0));
38 normal_eye = normalize(vec3(ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
[3e8cc8b]39
[6385d0f]40 float hp_percent = sbo.objects[obj_index].hp / 10.0;
41 vec3 damage_color = vec3(1.0, 0.0, 0.0);
42 color = (vertex_color * hp_percent) + (damage_color * (1.0 - hp_percent));
[3e8cc8b]43
[b8efa56]44 fragTexCoord = inTexCoord;
45
[6385d0f]46 light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
47 light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0));
[3e8cc8b]48
[6385d0f]49 if (sbo.objects[obj_index].deleted) {
50 gl_Position = vec4(0.0, 0.0, 2.0, 1.0);
51 } else {
52 gl_Position = ubo.proj * vec4(position_eye, 1.0);
53 }
[3e8cc8b]54}
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