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authorRay <[email protected]>2021-03-17 14:55:54 +0100
committerRay <[email protected]>2021-03-17 14:55:54 +0100
commite2e80d5318f62d86435026e86948e9af9fbd0dc2 (patch)
tree490a8b65b9244fde06e9511f4675a56a8a3c7e57 /examples/web/shaders/shaders_rlgl_mesh_instanced.data
parent644ba5a5dcd73509e9d63d9e6277eda35d6105f0 (diff)
downloadraylib.com-e2e80d5318f62d86435026e86948e9af9fbd0dc2.tar.gz
raylib.com-e2e80d5318f62d86435026e86948e9af9fbd0dc2.zip
Updated example
Diffstat (limited to 'examples/web/shaders/shaders_rlgl_mesh_instanced.data')
-rw-r--r--examples/web/shaders/shaders_rlgl_mesh_instanced.data124
1 files changed, 62 insertions, 62 deletions
diff --git a/examples/web/shaders/shaders_rlgl_mesh_instanced.data b/examples/web/shaders/shaders_rlgl_mesh_instanced.data
index 8542c54..0a71638 100644
--- a/examples/web/shaders/shaders_rlgl_mesh_instanced.data
+++ b/examples/web/shaders/shaders_rlgl_mesh_instanced.data
@@ -1,67 +1,5 @@
#version 100
-// Input vertex attributes
-attribute vec3 vertexPosition;
-attribute vec2 vertexTexCoord;
-attribute vec3 vertexNormal;
-attribute vec4 vertexColor;
-
-attribute mat4 instance;
-
-// Input uniform values
-uniform mat4 mvp;
-
-// 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(instance*vec4(vertexPosition, 1.0));
- fragTexCoord = vertexTexCoord;
- fragColor = vertexColor;
-
- mat3 normalMatrix = transpose(inverse(mat3(instance)));
- fragNormal = normalize(normalMatrix*vertexNormal);
-
- mat4 mvpi = mvp*instance;
-
- // Calculate final vertex position
- gl_Position = mvpi*vec4(vertexPosition, 1.0);
-}
-#version 100
-
precision mediump float;
// Input vertex attributes (from vertex shader)
@@ -132,3 +70,65 @@ 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 instance;
+
+// Input uniform values
+uniform mat4 mvp;
+
+// 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(instance*vec4(vertexPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ mat3 normalMatrix = transpose(inverse(mat3(instance)));
+ fragNormal = normalize(normalMatrix*vertexNormal);
+
+ mat4 mvpi = mvp*instance;
+
+ // Calculate final vertex position
+ gl_Position = mvpi*vec4(vertexPosition, 1.0);
+}