Merge object_pass*.vert
This commit is contained in:
parent
ae5c7b8c3d
commit
8b652ababb
@ -1,4 +1,5 @@
|
|||||||
uniform mat4 ModelViewProjectionMatrix;
|
uniform mat4 ModelViewProjectionMatrix;
|
||||||
|
uniform mat4 TransposeInverseModelView;
|
||||||
uniform mat4 TextureMatrix =
|
uniform mat4 TextureMatrix =
|
||||||
mat4(1., 0., 0., 0.,
|
mat4(1., 0., 0., 0.,
|
||||||
0., 1., 0., 0.,
|
0., 1., 0., 0.,
|
||||||
@ -9,12 +10,16 @@ uniform mat4 TextureMatrix =
|
|||||||
in vec3 Position;
|
in vec3 Position;
|
||||||
in vec2 Texcoord;
|
in vec2 Texcoord;
|
||||||
in vec2 SecondTexcoord;
|
in vec2 SecondTexcoord;
|
||||||
|
in vec3 Normal;
|
||||||
|
out vec3 nor;
|
||||||
out vec2 uv;
|
out vec2 uv;
|
||||||
out vec2 uv_bis;
|
out vec2 uv_bis;
|
||||||
#else
|
#else
|
||||||
attribute vec3 Position;
|
attribute vec3 Position;
|
||||||
|
attribute vec3 Normal;
|
||||||
attribute vec2 Texcoord;
|
attribute vec2 Texcoord;
|
||||||
attribute vec2 SecondTexcoord;
|
attribute vec2 SecondTexcoord;
|
||||||
|
varying vec3 nor;
|
||||||
varying vec2 uv;
|
varying vec2 uv;
|
||||||
varying vec2 uv_bis;
|
varying vec2 uv_bis;
|
||||||
#endif
|
#endif
|
||||||
@ -22,7 +27,8 @@ varying vec2 uv_bis;
|
|||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
|
|
||||||
uv_bis = SecondTexcoord;
|
|
||||||
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
|
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
|
||||||
|
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
|
||||||
|
uv = (TextureMatrix * vec4(Texcoord, 1., 1.)).xy;
|
||||||
|
uv_bis = SecondTexcoord;
|
||||||
}
|
}
|
@ -1,19 +0,0 @@
|
|||||||
uniform mat4 ModelViewProjectionMatrix;
|
|
||||||
uniform mat4 TransposeInverseModelView;
|
|
||||||
|
|
||||||
#if __VERSION__ >= 130
|
|
||||||
in vec3 Position;
|
|
||||||
in vec3 Normal;
|
|
||||||
out vec3 nor;
|
|
||||||
#else
|
|
||||||
attribute vec3 Position;
|
|
||||||
attribute vec3 Normal;
|
|
||||||
varying vec3 nor;
|
|
||||||
#endif
|
|
||||||
|
|
||||||
|
|
||||||
void main(void)
|
|
||||||
{
|
|
||||||
gl_Position = ModelViewProjectionMatrix * vec4(Position, 1.);
|
|
||||||
nor = (TransposeInverseModelView * vec4(Normal, 0.)).xyz;
|
|
||||||
}
|
|
@ -389,7 +389,7 @@ namespace MeshShader
|
|||||||
void ObjectPass1Shader::init()
|
void ObjectPass1Shader::init()
|
||||||
{
|
{
|
||||||
Program = LoadProgram(
|
Program = LoadProgram(
|
||||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass1.vert").c_str(),
|
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/encode_normal.frag").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass1.frag").c_str());
|
||||||
attrib_position = glGetAttribLocation(Program, "Position");
|
attrib_position = glGetAttribLocation(Program, "Position");
|
||||||
@ -515,7 +515,7 @@ namespace MeshShader
|
|||||||
void ObjectPass2Shader::init()
|
void ObjectPass2Shader::init()
|
||||||
{
|
{
|
||||||
Program = LoadProgram(
|
Program = LoadProgram(
|
||||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass2.vert").c_str(),
|
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str());
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_pass2.frag").c_str());
|
||||||
attrib_position = glGetAttribLocation(Program, "Position");
|
attrib_position = glGetAttribLocation(Program, "Position");
|
||||||
@ -560,7 +560,7 @@ namespace MeshShader
|
|||||||
void DetailledObjectPass2Shader::init()
|
void DetailledObjectPass2Shader::init()
|
||||||
{
|
{
|
||||||
Program = LoadProgram(
|
Program = LoadProgram(
|
||||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass2.vert").c_str(),
|
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/detailledobject_pass2.frag").c_str());
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/detailledobject_pass2.frag").c_str());
|
||||||
attrib_position = glGetAttribLocation(Program, "Position");
|
attrib_position = glGetAttribLocation(Program, "Position");
|
||||||
@ -603,7 +603,7 @@ namespace MeshShader
|
|||||||
void ObjectUnlitShader::init()
|
void ObjectUnlitShader::init()
|
||||||
{
|
{
|
||||||
Program = LoadProgram(
|
Program = LoadProgram(
|
||||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass2.vert").c_str(),
|
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/object_unlit.frag").c_str());
|
||||||
attrib_position = glGetAttribLocation(Program, "Position");
|
attrib_position = glGetAttribLocation(Program, "Position");
|
||||||
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
|
attrib_texcoord = glGetAttribLocation(Program, "Texcoord");
|
||||||
@ -720,7 +720,7 @@ namespace MeshShader
|
|||||||
{
|
{
|
||||||
initGL();
|
initGL();
|
||||||
Program = LoadProgram(
|
Program = LoadProgram(
|
||||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass2.vert").c_str(),
|
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass2.frag").c_str());
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectref_pass2.frag").c_str());
|
||||||
attrib_position = glGetAttribLocation(Program, "Position");
|
attrib_position = glGetAttribLocation(Program, "Position");
|
||||||
@ -811,7 +811,7 @@ namespace MeshShader
|
|||||||
void SphereMapShader::init()
|
void SphereMapShader::init()
|
||||||
{
|
{
|
||||||
Program = LoadProgram(
|
Program = LoadProgram(
|
||||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass1.vert").c_str(),
|
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str());
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/objectpass_spheremap.frag").c_str());
|
||||||
attrib_position = glGetAttribLocation(Program, "Position");
|
attrib_position = glGetAttribLocation(Program, "Position");
|
||||||
attrib_normal = glGetAttribLocation(Program, "Normal");
|
attrib_normal = glGetAttribLocation(Program, "Normal");
|
||||||
@ -909,7 +909,7 @@ namespace MeshShader
|
|||||||
void CausticsShader::init()
|
void CausticsShader::init()
|
||||||
{
|
{
|
||||||
Program = LoadProgram(
|
Program = LoadProgram(
|
||||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass2.vert").c_str(),
|
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/utils/getLightFactor.frag").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/caustics.frag").c_str());
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/caustics.frag").c_str());
|
||||||
attrib_position = glGetAttribLocation(Program, "Position");
|
attrib_position = glGetAttribLocation(Program, "Position");
|
||||||
@ -1094,7 +1094,7 @@ namespace MeshShader
|
|||||||
void ColorizeShader::init()
|
void ColorizeShader::init()
|
||||||
{
|
{
|
||||||
Program = LoadProgram(
|
Program = LoadProgram(
|
||||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass2.vert").c_str(),
|
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/colorize.frag").c_str());
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/colorize.frag").c_str());
|
||||||
attrib_position = glGetAttribLocation(Program, "Position");
|
attrib_position = glGetAttribLocation(Program, "Position");
|
||||||
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
||||||
@ -1275,7 +1275,7 @@ namespace MeshShader
|
|||||||
void SkyboxShader::init()
|
void SkyboxShader::init()
|
||||||
{
|
{
|
||||||
Program = LoadProgram(
|
Program = LoadProgram(
|
||||||
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass2.vert").c_str(),
|
GL_VERTEX_SHADER, file_manager->getAsset("shaders/object_pass.vert").c_str(),
|
||||||
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sky.frag").c_str());
|
GL_FRAGMENT_SHADER, file_manager->getAsset("shaders/sky.frag").c_str());
|
||||||
attrib_position = glGetAttribLocation(Program, "Position");
|
attrib_position = glGetAttribLocation(Program, "Position");
|
||||||
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
uniform_MVP = glGetUniformLocation(Program, "ModelViewProjectionMatrix");
|
||||||
|
Loading…
Reference in New Issue
Block a user