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authorraysan5 <[email protected]>2021-10-19 14:58:38 +0200
committerraysan5 <[email protected]>2021-10-19 14:58:38 +0200
commit988ac3a750fabf9910b48fe2478a13c1650137ce (patch)
treea27f80282993479e54da369126e7dc17dff287b0 /examples/shaders/shaders_mesh_instancing.data
parentca30643c1fedfb11f283170f528432921f56a70f (diff)
downloadraylib.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.data52
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);