source: opengl-game/shaders/asteroid.vert@ 67527a5

feature/imgui-sdl
Last change on this file since 67527a5 was 67527a5, checked in by Dmitry Portnoy <dportnoy@…>, 3 years ago

Switch all per-object buffers to be dynamic uniform buffers instead of shader storage buffers

  • Property mode set to 100644
File size: 1.6 KB
Line 
1#version 450
2#extension GL_ARB_separate_shader_objects : enable
3
4struct Object {
5 mat4 model;
6 float hp;
7 bool deleted;
8};
9
10layout (binding = 0) uniform camera_block {
11 mat4 view;
12 mat4 proj;
13} camera;
14
15layout(binding = 1) uniform ubo_block {
16 Object objects[1024];
17} ubo;
18
19layout(location = 0) in vec3 vertex_position;
20layout(location = 1) in vec3 vertex_color;
21layout(location = 2) in vec2 inTexCoord;
22layout(location = 3) in vec3 vertex_normal;
23layout(location = 4) in uint obj_index;
24
25layout(location = 0) out vec3 position_eye;
26layout(location = 1) out vec3 color;
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;
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() {
37 position_eye = vec3(camera.view * ubo.objects[obj_index].model * vec4(vertex_position, 1.0));
38 normal_eye = normalize(vec3(camera.view * ubo.objects[obj_index].model * vec4(vertex_normal, 0.0)));
39
40 float hp_percent = ubo.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));
43
44 fragTexCoord = inTexCoord;
45
46 light_position_eye = vec3(camera.view * vec4(light_position_world, 1.0));
47 light2_position_eye = vec3(camera.view * vec4(light2_position_world, 1.0));
48
49 if (ubo.objects[obj_index].deleted) {
50 gl_Position = vec4(0.0, 0.0, 2.0, 1.0);
51 } else {
52 gl_Position = camera.proj * vec4(position_eye, 1.0);
53 }
54}
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