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| author | raysan5 <[email protected]> | 2021-03-31 18:40:04 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-03-31 18:40:04 +0200 |
| commit | fd3e2fda000512aeb70d7f5fa703e5c78007ee35 (patch) | |
| tree | b86a8fb8adbc5dc4d331c7f4682eca6aa6d9d2dc /examples/shaders/resources | |
| parent | 8f1d81df0ff80ac8c0855af755f5ba2abe827e53 (diff) | |
| download | raylib-fd3e2fda000512aeb70d7f5fa703e5c78007ee35.tar.gz raylib-fd3e2fda000512aeb70d7f5fa703e5c78007ee35.zip | |
RENAMED: example: shaders_mesh_instancing
shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
Diffstat (limited to 'examples/shaders/resources')
| -rw-r--r-- | examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs | 62 |
1 files changed, 62 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs new file mode 100644 index 00000000..c8e25607 --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs @@ -0,0 +1,62 @@ +#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); +} |
