Changeset 8d92284 in opengl-game for shaders


Ignore:
Timestamp:
Apr 10, 2021, 1:31:20 AM (3 years ago)
Author:
Dmitry Portnoy <dportnoy@…>
Branches:
feature/imgui-sdl
Children:
b8efa56
Parents:
a00eb06
Message:

In VulkanGame, change the ship pipeline to use ModelVertex

Location:
shaders
Files:
2 edited

Legend:

Unmodified
Added
Removed
  • shaders/ship.frag

    ra00eb06 r8d92284  
    44layout(location = 0) in vec3 position_eye;
    55layout(location = 1) in vec3 color;
    6 layout(location = 2) in vec3 normal_eye;
    7 layout(location = 3) in vec3 light_position_eye;
    8 layout(location = 4) in vec3 light2_position_eye;
     6layout(location = 2) in vec2 fragTexCoord;
     7layout(location = 3) in vec3 normal_eye;
     8layout(location = 4) in vec3 light_position_eye;
     9layout(location = 5) in vec3 light2_position_eye;
    910
    1011layout(location = 0) out vec4 frag_color;
     
    5556
    5657   // specular intensity
    57    vec3 Is2 = Ls * Ks * specular_factor2;
     58   vec3 Is2 = Ls * Ks * specular_factor2 + vec3(fragTexCoord, 0.0) - vec3(fragTexCoord, 0.0);
    5859
    5960   frag_color = vec4((Is + Id + Ia + Is2 + Id2 + Ia2) / 2.0, 1.0);
  • shaders/ship.vert

    ra00eb06 r8d92284  
    1717layout(location = 0) in vec3 vertex_position;
    1818layout(location = 1) in vec3 vertex_color;
    19 layout(location = 2) in vec3 vertex_normal;
    20 layout(location = 3) in uint obj_index;
     19layout(location = 2) in vec2 inTexCoord;
     20layout(location = 3) in vec3 vertex_normal;
     21layout(location = 4) in uint obj_index;
    2122
    2223layout(location = 0) out vec3 position_eye;
    2324layout(location = 1) out vec3 color;
    24 layout(location = 2) out vec3 normal_eye;
    25 layout(location = 3) out vec3 light_position_eye;
    26 layout(location = 4) out vec3 light2_position_eye;
     25layout(location = 2) out vec2 fragTexCoord;
     26layout(location = 3) out vec3 normal_eye;
     27layout(location = 4) out vec3 light_position_eye;
     28layout(location = 5) out vec3 light2_position_eye;
    2729
    2830// fixed point light positions
     
    4042   color = vertex_color;
    4143
     44   fragTexCoord = inTexCoord;
     45
    4246   light_position_eye = vec3(ubo.view * vec4(light_position_world, 1.0));
    4347   light2_position_eye = vec3(ubo.view * vec4(light2_position_world, 1.0));
Note: See TracChangeset for help on using the changeset viewer.