Unify shaders
This commit is contained in:
1 parent
7190568012
commit
9d808aa55b
7 files changed
+86
-140
No files matched your search
+17
-11
@@ -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
@@ -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;
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
Reference in new issue
Block a user