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| author | Ray <[email protected]> | 2021-10-22 23:08:14 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-10-22 23:08:14 +0200 |
| commit | 0eb62adfcc1643e77c0fa43128d09b22d0574017 (patch) | |
| tree | 8ac012a1f5ea641511f04fe2af47d173c58023d4 /examples/shaders/shaders_mesh_instancing.data | |
| parent | 3f64f53cf9f24413ef61052c15302bf1fcc50e0c (diff) | |
| download | raylib.com-0eb62adfcc1643e77c0fa43128d09b22d0574017.tar.gz raylib.com-0eb62adfcc1643e77c0fa43128d09b22d0574017.zip | |
update
Diffstat (limited to 'examples/shaders/shaders_mesh_instancing.data')
| -rw-r--r-- | examples/shaders/shaders_mesh_instancing.data | 72 |
1 files changed, 36 insertions, 36 deletions
diff --git a/examples/shaders/shaders_mesh_instancing.data b/examples/shaders/shaders_mesh_instancing.data index 441e858..c3b9d71 100644 --- a/examples/shaders/shaders_mesh_instancing.data +++ b/examples/shaders/shaders_mesh_instancing.data @@ -1,5 +1,41 @@ #version 100 +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +attribute mat4 instanceTransform; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matNormal; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; + +// NOTE: Add here your custom variables + +void main() +{ + // Compute MVP for current instance + mat4 mvpi = mvp*instanceTransform; + + // Send vertex attributes to fragment shader + fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); + + // Calculate final vertex position + gl_Position = mvpi*vec4(vertexPosition, 1.0); +} +#version 100 + precision mediump float; // Input vertex attributes (from vertex shader) @@ -79,39 +115,3 @@ void main() // Gamma correction gl_FragColor = pow(finalColor, vec4(1.0/2.2)); } -#version 100 - -// Input vertex attributes -attribute vec3 vertexPosition; -attribute vec2 vertexTexCoord; -attribute vec3 vertexNormal; -attribute vec4 vertexColor; - -attribute mat4 instanceTransform; - -// Input uniform values -uniform mat4 mvp; -uniform mat4 matNormal; - -// Output vertex attributes (to fragment shader) -varying vec3 fragPosition; -varying vec2 fragTexCoord; -varying vec4 fragColor; -varying vec3 fragNormal; - -// NOTE: Add here your custom variables - -void main() -{ - // Compute MVP for current instance - mat4 mvpi = mvp*instanceTransform; - - // Send vertex attributes to fragment shader - fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); - fragTexCoord = vertexTexCoord; - fragColor = vertexColor; - fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); - - // Calculate final vertex position - gl_Position = mvpi*vec4(vertexPosition, 1.0); -} |
