diff options
Diffstat (limited to 'examples/web/shaders/shaders_rlgl_mesh_instanced.data')
| -rw-r--r-- | examples/web/shaders/shaders_rlgl_mesh_instanced.data | 124 |
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); +} |
