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| author | raysan5 <[email protected]> | 2021-10-19 14:58:38 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-10-19 14:58:38 +0200 |
| commit | 988ac3a750fabf9910b48fe2478a13c1650137ce (patch) | |
| tree | a27f80282993479e54da369126e7dc17dff287b0 /examples/shaders/shaders_mesh_instancing.data | |
| parent | ca30643c1fedfb11f283170f528432921f56a70f (diff) | |
| download | raylib.com-988ac3a750fabf9910b48fe2478a13c1650137ce.tar.gz raylib.com-988ac3a750fabf9910b48fe2478a13c1650137ce.zip | |
Update examples
Diffstat (limited to 'examples/shaders/shaders_mesh_instancing.data')
| -rw-r--r-- | examples/shaders/shaders_mesh_instancing.data | 52 |
1 files changed, 13 insertions, 39 deletions
diff --git a/examples/shaders/shaders_mesh_instancing.data b/examples/shaders/shaders_mesh_instancing.data index c3aa7af..441e858 100644 --- a/examples/shaders/shaders_mesh_instancing.data +++ b/examples/shaders/shaders_mesh_instancing.data @@ -53,17 +53,17 @@ void main() if (lights[i].enabled == 1) { vec3 light = vec3(0.0); - - if (lights[i].type == LIGHT_DIRECTIONAL) + + if (lights[i].type == LIGHT_DIRECTIONAL) { light = -normalize(lights[i].target - lights[i].position); } - - if (lights[i].type == LIGHT_POINT) + + if (lights[i].type == LIGHT_POINT) { light = normalize(lights[i].position - fragPosition); } - + float NdotL = max(dot(normal, light), 0.0); lightDot += lights[i].color.rgb*NdotL; @@ -75,7 +75,7 @@ void main() vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); finalColor += texelColor*(ambient/10.0); - + // Gamma correction gl_FragColor = pow(finalColor, vec4(1.0/2.2)); } @@ -87,10 +87,11 @@ attribute vec2 vertexTexCoord; attribute vec3 vertexNormal; attribute vec4 vertexColor; -attribute mat4 instance; +attribute mat4 instanceTransform; // Input uniform values uniform mat4 mvp; +uniform mat4 matNormal; // Output vertex attributes (to fragment shader) varying vec3 fragPosition; @@ -100,43 +101,16 @@ varying vec3 fragNormal; // NOTE: Add here your custom variables -// https://github.com/glslify/glsl-inverse -mat3 inverse(mat3 m) -{ - float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; - float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; - float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; - - float b01 = a22*a11 - a12*a21; - float b11 = -a22*a10 + a12*a20; - float b21 = a21*a10 - a11*a20; - - float det = a00*b01 + a01*b11 + a02*b21; - - return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), - b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), - b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; -} - -// https://github.com/glslify/glsl-transpose -mat3 transpose(mat3 m) -{ - return mat3(m[0][0], m[1][0], m[2][0], - m[0][1], m[1][1], m[2][1], - m[0][2], m[1][2], m[2][2]); -} - void main() { + // Compute MVP for current instance + mat4 mvpi = mvp*instanceTransform; + // Send vertex attributes to fragment shader - fragPosition = vec3(instance*vec4(vertexPosition, 1.0)); + fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; fragColor = vertexColor; - - mat3 normalMatrix = transpose(inverse(mat3(instance))); - fragNormal = normalize(normalMatrix*vertexNormal); - - mat4 mvpi = mvp*instance; + fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); // Calculate final vertex position gl_Position = mvpi*vec4(vertexPosition, 1.0); |
