Changeset 8e02b6b in opengl-game for shaders/ship.vert


Ignore:
Timestamp:
Nov 22, 2019, 6:27:13 PM (5 years ago)
Author:
Dmitry Portnoy <dmitry.portnoy@…>
Branches:
feature/imgui-sdl, master, points-test
Children:
f97c5e7
Parents:
683dd55
git-author:
Dmitry Portnoy <dmitry.portnoy@…> (11/22/19 18:26:59)
git-committer:
Dmitry Portnoy <dmitry.portnoy@…> (11/22/19 18:27:13)
Message:

To move to a more generic way of updating the scene, rename updateUniformBuffers() to updateScene() in VulkanGame and move the code to copy the data into a new copyDataToMemory() function in VulkanUtils.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • shaders/ship.vert

    r683dd55 r8e02b6b  
    22#extension GL_ARB_separate_shader_objects : enable
    33
     4// TODO: Figure out if the UniformBufferObject label is necessary and, if not, remove it
    45layout (binding = 0) uniform UniformBufferObject {
    56   mat4 model;
     
    1011layout(location = 0) in vec3 vertex_position;
    1112layout(location = 1) in vec3 vertex_color;
     13//layout(location = 2) in vec3 vertex_normal;
     14//layout(location = 3) in uint ubo_index;
    1215
    1316//out vec3 position_eye, normal_eye, color, light_position_eye, light2_position_eye;
     
    2023
    2124void main() {
    22   // ORIG: position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
    23   position_eye = vec3(ubo.view * ubo.model * vec4(vertex_position, 1.0));
    24   //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
    25   color = vertex_color;
    26   //light_position_eye = vec3(view * vec4(light_position_world, 1.0));
    27   //light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
     25   //position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
     26   position_eye = vec3(ubo.view * ubo.model * vec4(vertex_position, 1.0));
     27   //normal_eye = normalize(vec3(view * model_mats[ubo_index] * vec4(vertex_normal, 0.0)));
     28   color = vertex_color;
     29   //light_position_eye = vec3(view * vec4(light_position_world, 1.0));
     30   //light2_position_eye = vec3(view * vec4(light2_position_world, 1.0));
    2831
    29   gl_Position = ubo.proj * vec4(position_eye, 1.0);
     32   gl_Position = ubo.proj * vec4(position_eye, 1.0);
    3033}
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