Unify shaders

This commit is contained in:
ilshat.safiullin committed 2018-06-15 18:48:45 +05:00
1 parent 7190568012
commit 9d808aa55b
7 files changed
+86 -140

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+17 -11
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@@ -1,11 +1,17 @@
#version 460 core
in vec2 fragmentTextureCoordinates;
uniform sampler2D sampler;
out vec4 color;
void main() {
color = texture(sampler, fragmentTextureCoordinates);
}
#version 460 core
in vec3 fNormal;
in vec2 fTextureCoordinates;
in vec3 fColor;
layout(location = 3) uniform sampler2D sampler;
out vec4 color;
const vec3 lightDirection = normalize(vec3(0.0f, 0.0f, -1.0f));
void main() {
vec3 sampleColor = texture(sampler, fTextureCoordinates).rgb;
float intensity = clamp(dot(lightDirection, -normalize(fNormal)), 0.0f, 1.0f);
color = vec4(intensity * sampleColor * fColor + vec3(0.15f, 0.15f, 0.15f), 1.0f);
}
+21 -15
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@@ -1,15 +1,21 @@
#version 460 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec2 textureCoordinates;
uniform mat4 modelTransform;
uniform mat4 viewTransform;
uniform mat4 projectionTransform;
out vec2 fragmentTextureCoordinates;
void main() {
gl_Position = projectionTransform * viewTransform * modelTransform * vec4(position, 1.0f);
fragmentTextureCoordinates = vec2(textureCoordinates.x, 1.0f - textureCoordinates.y);
}
#version 460 core
layout(location = 0) in vec3 vPosition;
layout(location = 1) in vec3 vNormal;
layout(location = 2) in vec2 vTextureCoordinates;
layout(location = 3) in vec3 vColor;
layout(location = 0) uniform mat4 modelTransform;
layout(location = 1) uniform mat4 viewTransform;
layout(location = 2) uniform mat4 projectionTransform;
out vec3 fNormal;
out vec2 fTextureCoordinates;
out vec3 fColor;
void main() {
gl_Position = projectionTransform * viewTransform * modelTransform * vec4(vPosition, 1.0f);
fNormal = vNormal;
fTextureCoordinates = vTextureCoordinates;
fColor = vColor;
}
-17
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@@ -1,17 +0,0 @@
#version 460 core
in vec3 fNormal;
in vec2 fTextureCoordinates;
in vec3 fColor;
uniform sampler2D sampler;
out vec4 color;
const vec3 lightDirection = normalize(vec3(0.0f, 0.0f, -1.0f));
void main() {
vec3 sampleColor = texture(sampler, fTextureCoordinates).rgb;
float intensity = clamp(dot(lightDirection, -normalize(fNormal)), 0.0f, 1.0f);
color = vec4(intensity * sampleColor * fColor + vec3(0.15f, 0.15f, 0.15f), 1.0f);
}
-21
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@@ -1,21 +0,0 @@
#version 460 core
layout(location = 0) in vec3 vPosition;
layout(location = 1) in vec3 vNormal;
layout(location = 2) in vec2 vTextureCoordinates;
layout(location = 3) in vec3 vColor;
uniform mat4 modelTransform;
uniform mat4 viewTransform;
uniform mat4 projectionTransform;
out vec3 fNormal;
out vec2 fTextureCoordinates;
out vec3 fColor;
void main() {
gl_Position = projectionTransform * viewTransform * modelTransform * vec4(vPosition, 1.0f);
fNormal = vNormal;
fTextureCoordinates = vTextureCoordinates;
fColor = vColor;
}