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-rw-r--r--examples/web/shaders/shaders_rlgl_mesh_instanced.data54
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