source: opengl-game/shaders/asteroid.vert@ 7f60b28

feature/imgui-sdl
Last change on this file since 7f60b28 was 6385d0f, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago

Change all shaders to have 3-space indentation

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