Changeset 67527a5 in opengl-game for shaders/asteroid.vert
- Timestamp:
- Jun 21, 2021, 4:12:08 PM (4 years ago)
- Branches:
- feature/imgui-sdl
- Children:
- 27e580e
- Parents:
- b01b50c
- git-author:
- Dmitry Portnoy <dportnoy@…> (06/21/21 15:13:03)
- git-committer:
- Dmitry Portnoy <dportnoy@…> (06/21/21 16:12:08)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
shaders/asteroid.vert
rb01b50c r67527a5 8 8 }; 9 9 10 layout (binding = 0) uniform UniformBufferObject{10 layout (binding = 0) uniform camera_block { 11 11 mat4 view; 12 12 mat4 proj; 13 } camera; 14 15 layout(binding = 1) uniform ubo_block { 16 Object objects[1024]; 13 17 } ubo; 14 15 layout(binding = 1) readonly buffer StorageBufferObject {16 Object objects[];17 } sbo;18 18 19 19 layout(location = 0) in vec3 vertex_position; … … 35 35 36 36 void main() { 37 position_eye = vec3( ubo.view * sbo.objects[obj_index].model * vec4(vertex_position, 1.0));38 normal_eye = normalize(vec3( ubo.view * sbo.objects[obj_index].model * vec4(vertex_normal, 0.0)));37 position_eye = vec3(camera.view * ubo.objects[obj_index].model * vec4(vertex_position, 1.0)); 38 normal_eye = normalize(vec3(camera.view * ubo.objects[obj_index].model * vec4(vertex_normal, 0.0))); 39 39 40 float hp_percent = sbo.objects[obj_index].hp / 10.0;40 float hp_percent = ubo.objects[obj_index].hp / 10.0; 41 41 vec3 damage_color = vec3(1.0, 0.0, 0.0); 42 42 color = (vertex_color * hp_percent) + (damage_color * (1.0 - hp_percent)); … … 44 44 fragTexCoord = inTexCoord; 45 45 46 light_position_eye = vec3( ubo.view * vec4(light_position_world, 1.0));47 light2_position_eye = vec3( ubo.view * vec4(light2_position_world, 1.0));46 light_position_eye = vec3(camera.view * vec4(light_position_world, 1.0)); 47 light2_position_eye = vec3(camera.view * vec4(light2_position_world, 1.0)); 48 48 49 if ( sbo.objects[obj_index].deleted) {49 if (ubo.objects[obj_index].deleted) { 50 50 gl_Position = vec4(0.0, 0.0, 2.0, 1.0); 51 51 } else { 52 gl_Position = ubo.proj * vec4(position_eye, 1.0);52 gl_Position = camera.proj * vec4(position_eye, 1.0); 53 53 } 54 54 }
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