source: opengl-game/shaders/ship.vert@ 785333b

feature/imgui-sdl points-test
Last change on this file since 785333b was 785333b, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 5 years ago

Setup debug environment for ship shader lighting

  • Property mode set to 100644
File size: 1.5 KB
RevLine 
[1908591]1#version 450
2#extension GL_ARB_separate_shader_objects : enable
3
[055750a]4struct Object {
[1908591]5 mat4 model;
[055750a]6};
7
8layout (binding = 0) uniform UniformBufferObject {
[1908591]9 mat4 view;
10 mat4 proj;
11} ubo;
12
[055750a]13layout(binding = 1) readonly buffer StorageBufferObject {
14 Object objects[];
15} sbo;
16
[1908591]17layout(location = 0) in vec3 vertex_position;
18layout(location = 1) in vec3 vertex_color;
[e1308e8]19layout(location = 2) in vec3 vertex_normal;
[8e02b6b]20//layout(location = 3) in uint ubo_index;
[1908591]21
22layout(location = 0) out vec3 position_eye;
23layout(location = 1) out vec3 color;
[e1308e8]24layout(location = 2) out vec3 normal_eye;
25layout(location = 3) out vec3 light_position_eye;
[1908591]26
27// fixed point light position
[e1308e8]28//vec3 light_position_world = vec3(0.0, 0.0, 2.0);
29vec3 light_position_world = vec3(0.4, 1.5, 0.8);
30//vec3 light_position_world = vec3(0.0, 1.0, -1.0);
[1908591]31
[e1308e8]32// TODO: This does not account for scaling in the model matrix
33// Check Anton's book to see how to fix this
[1908591]34void main() {
[055750a]35 position_eye = vec3(ubo.view * sbo.objects[0].model * vec4(vertex_position, 1.0));
[e1308e8]36 //position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
37
38 // Using 0.0 instead of 1.0 means translations won't effect the normal
[055750a]39 normal_eye = normalize(vec3(ubo.view * sbo.objects[0].model * vec4(vertex_normal, 0.0)));
[8e02b6b]40 //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
41 color = vertex_color;
[aa00bf2]42 light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
[1908591]43
[785333b]44 //gl_Position = ubo.proj * vec4(position_eye, 1.0);
45 gl_Position = vec4(vertex_position, 1.0);
[1908591]46}
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