summaryrefslogtreecommitdiffhomepage
path: root/examples/shaders/shaders_mesh_instancing.data
diff options
context:
space:
mode:
authorgtrxAC <[email protected]>2022-11-22 16:46:47 +0200
committergtrxAC <[email protected]>2022-11-22 16:46:47 +0200
commitedcd6bd646b801fe1558d74e098bc3fbfbb428ff (patch)
tree0ff0e3226797422dd1e8738512ca2056beb85edc /examples/shaders/shaders_mesh_instancing.data
parenta9c7f85c7ad99b22b704d3a8055c7cdefedb784f (diff)
downloadraylib.com-edcd6bd646b801fe1558d74e098bc3fbfbb428ff.tar.gz
raylib.com-edcd6bd646b801fe1558d74e098bc3fbfbb428ff.zip
Don't include unnecessary glsl330 files
Diffstat (limited to 'examples/shaders/shaders_mesh_instancing.data')
-rw-r--r--examples/shaders/shaders_mesh_instancing.data255
1 files changed, 0 insertions, 255 deletions
diff --git a/examples/shaders/shaders_mesh_instancing.data b/examples/shaders/shaders_mesh_instancing.data
index bd431d9..441e858 100644
--- a/examples/shaders/shaders_mesh_instancing.data
+++ b/examples/shaders/shaders_mesh_instancing.data
@@ -115,258 +115,3 @@ void main()
// Calculate final vertex position
gl_Position = mvpi*vec4(vertexPosition, 1.0);
}
-#version 120
-
-// Input vertex attributes (from vertex shader)
-varying vec3 fragPosition;
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-varying vec3 fragNormal;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform vec4 colDiffuse;
-
-// NOTE: Add here your custom variables
-
-#define MAX_LIGHTS 4
-#define LIGHT_DIRECTIONAL 0
-#define LIGHT_POINT 1
-
-struct MaterialProperty {
- vec3 color;
- int useSampler;
- sampler2D sampler;
-};
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 target;
- vec4 color;
-};
-
-// Input lighting values
-uniform Light lights[MAX_LIGHTS];
-uniform vec4 ambient;
-uniform vec3 viewPos;
-
-void main()
-{
- // Texel color fetching from texture sampler
- vec4 texelColor = texture2D(texture0, fragTexCoord);
- vec3 lightDot = vec3(0.0);
- vec3 normal = normalize(fragNormal);
- vec3 viewD = normalize(viewPos - fragPosition);
- vec3 specular = vec3(0.0);
-
- // NOTE: Implement here your fragment shader code
-
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- if (lights[i].enabled == 1)
- {
- vec3 light = vec3(0.0);
-
- if (lights[i].type == LIGHT_DIRECTIONAL)
- {
- light = -normalize(lights[i].target - lights[i].position);
- }
-
- 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;
-
- float specCo = 0.0;
- if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
- specular += specCo;
- }
- }
-
- 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));
-}#version 120
-
-// Input vertex attributes
-attribute vec3 vertexPosition;
-attribute vec2 vertexTexCoord;
-attribute vec3 vertexNormal;
-attribute vec4 vertexColor;
-
-// Input uniform values
-uniform mat4 mvp;
-uniform mat4 matModel;
-
-// Output vertex attributes (to fragment shader)
-varying vec3 fragPosition;
-varying vec2 fragTexCoord;
-varying vec4 fragColor;
-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()
-{
- // Send vertex attributes to fragment shader
- fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
-
- mat3 normalMatrix = transpose(inverse(mat3(matModel)));
- fragNormal = normalize(normalMatrix*vertexNormal);
-
- // Calculate final vertex position
- gl_Position = mvp*vec4(vertexPosition, 1.0);
-}
-#version 330
-
-// Input vertex attributes (from vertex shader)
-in vec3 fragPosition;
-in vec2 fragTexCoord;
-//in vec4 fragColor;
-in vec3 fragNormal;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform vec4 colDiffuse;
-
-// Output fragment color
-out vec4 finalColor;
-
-// NOTE: Add here your custom variables
-
-#define MAX_LIGHTS 4
-#define LIGHT_DIRECTIONAL 0
-#define LIGHT_POINT 1
-
-struct MaterialProperty {
- vec3 color;
- int useSampler;
- sampler2D sampler;
-};
-
-struct Light {
- int enabled;
- int type;
- vec3 position;
- vec3 target;
- vec4 color;
-};
-
-// Input lighting values
-uniform Light lights[MAX_LIGHTS];
-uniform vec4 ambient;
-uniform vec3 viewPos;
-
-void main()
-{
- // Texel color fetching from texture sampler
- vec4 texelColor = texture(texture0, fragTexCoord);
- vec3 lightDot = vec3(0.0);
- vec3 normal = normalize(fragNormal);
- vec3 viewD = normalize(viewPos - fragPosition);
- vec3 specular = vec3(0.0);
-
- // NOTE: Implement here your fragment shader code
-
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- if (lights[i].enabled == 1)
- {
- vec3 light = vec3(0.0);
-
- if (lights[i].type == LIGHT_DIRECTIONAL)
- {
- light = -normalize(lights[i].target - lights[i].position);
- }
-
- 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;
-
- float specCo = 0.0;
- if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
- specular += specCo;
- }
- }
-
- finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
- finalColor += texelColor*(ambient/10.0)*colDiffuse;
-
- // Gamma correction
- finalColor = pow(finalColor, vec4(1.0/2.2));
-}
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-//in vec4 vertexColor; // Not required
-
-in mat4 instanceTransform;
-
-// Input uniform values
-uniform mat4 mvp;
-uniform mat4 matNormal;
-
-// Output vertex attributes (to fragment shader)
-out vec3 fragPosition;
-out vec2 fragTexCoord;
-out vec4 fragColor;
-out 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);
-}