feature/imgui-sdl
points-test
Last change
on this file since 972aca1 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.
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Property mode
set to
100644
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File size:
932 bytes
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1 | #version 410
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2 |
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3 | #define MAX_NUM_OBJECTS 1024
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4 |
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5 | uniform mat4 view, proj;
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6 |
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7 | layout (std140) uniform models {
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8 | mat4 model_mats[MAX_NUM_OBJECTS];
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9 | };
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10 |
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11 | layout(location = 0) in vec3 vertex_position;
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12 | layout(location = 1) in vec3 vertex_color;
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13 | layout(location = 2) in vec3 vertex_normal;
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14 | layout(location = 3) in uint ubo_index;
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15 |
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16 | out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
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17 |
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18 | // fixed point light position
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19 | vec3 light_position_world = vec3(0.0, 0.0, 2.0);
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20 | vec3 light2_position_world = vec3(0.0, 1.5, -0.1);
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21 |
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22 | void main() {
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23 | position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
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24 | normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
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25 | color = vertex_color;
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26 | light_position_eye = vec3(view * vec4(light_position_world, 1.0));
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27 | light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
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28 |
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29 | gl_Position = proj * vec4(position_eye, 1.0);
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30 | }
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