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| author | Ray <[email protected]> | 2021-03-17 13:59:22 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-17 13:59:22 +0100 |
| commit | 9fe26209b79fbb92b51b5ccff85ee62ffca71991 (patch) | |
| tree | df0400a8626de447e20f6bcc6f51dbae95fe6f0e /examples/web/shaders/shaders_rlgl_mesh_instanced.data | |
| parent | 23b966d5155c721b71447ddb5129f9a3424ce5fb (diff) | |
| download | raylib.com-9fe26209b79fbb92b51b5ccff85ee62ffca71991.tar.gz raylib.com-9fe26209b79fbb92b51b5ccff85ee62ffca71991.zip | |
REVIEWED: Instancing example to work on web
Diffstat (limited to 'examples/web/shaders/shaders_rlgl_mesh_instanced.data')
| -rw-r--r-- | examples/web/shaders/shaders_rlgl_mesh_instanced.data | 54 |
1 files changed, 40 insertions, 14 deletions
diff --git a/examples/web/shaders/shaders_rlgl_mesh_instanced.data b/examples/web/shaders/shaders_rlgl_mesh_instanced.data index f1a16ff..ccb2e54 100644 --- a/examples/web/shaders/shaders_rlgl_mesh_instanced.data +++ b/examples/web/shaders/shaders_rlgl_mesh_instanced.data @@ -1,38 +1,64 @@ -#version 330 +#version 100 // Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; -in vec4 vertexColor; +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; -layout (location = 12) in mat4 instance; +attribute mat4 instance; // Input uniform values uniform mat4 mvp; // Output vertex attributes (to fragment shader) -out vec3 fragPosition; -out vec2 fragTexCoord; -out vec4 fragColor; -out vec3 fragNormal; +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(instance * vec4(vertexPosition, 1.0)); + fragPosition = vec3(instance*vec4(vertexPosition, 1.0)); fragTexCoord = vertexTexCoord; fragColor = vertexColor; mat3 normalMatrix = transpose(inverse(mat3(instance))); - fragNormal = normalize(normalMatrix * vertexNormal); + fragNormal = normalize(normalMatrix*vertexNormal); - mat4 mvpi = mvp * instance; + mat4 mvpi = mvp*instance; // Calculate final vertex position - gl_Position = mvpi * vec4(vertexPosition, 1.0); + gl_Position = mvpi*vec4(vertexPosition, 1.0); } #version 100 |
