diff options
author | pryazha <pryadeiniv@mail.ru> | 2025-02-19 22:26:48 +0500 |
---|---|---|
committer | pryazha <pryadeiniv@mail.ru> | 2025-02-19 22:26:48 +0500 |
commit | f9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch) | |
tree | 9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_lighting/3.1.shadow_mapping/shaders | |
parent | 926cbd0d49890772f911e6a6bedb7835605ced89 (diff) |
quite a lot of changes that I, of course, are not going to describe;)
Diffstat (limited to 'advanced_lighting/3.1.shadow_mapping/shaders')
-rw-r--r-- | advanced_lighting/3.1.shadow_mapping/shaders/color.frag (renamed from advanced_lighting/3.1.shadow_mapping/shaders/color.fs) | 3 | ||||
-rw-r--r-- | advanced_lighting/3.1.shadow_mapping/shaders/color.vert (renamed from advanced_lighting/3.1.shadow_mapping/shaders/color.vs) | 7 | ||||
-rw-r--r-- | advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.frag (renamed from advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs) | 6 | ||||
-rw-r--r-- | advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vert (renamed from advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs) | 0 | ||||
-rw-r--r-- | advanced_lighting/3.1.shadow_mapping/shaders/shadow.frag (renamed from advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs) | 6 | ||||
-rw-r--r-- | advanced_lighting/3.1.shadow_mapping/shaders/shadow.vert (renamed from advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs) | 7 | ||||
-rw-r--r-- | advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.frag (renamed from advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs) | 3 | ||||
-rw-r--r-- | advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vert (renamed from advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs) | 3 |
8 files changed, 13 insertions, 22 deletions
diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/color.fs b/advanced_lighting/3.1.shadow_mapping/shaders/color.frag index bd00d82..c01da99 100644 --- a/advanced_lighting/3.1.shadow_mapping/shaders/color.fs +++ b/advanced_lighting/3.1.shadow_mapping/shaders/color.frag @@ -2,8 +2,7 @@ out vec4 frag_color; -void -main(void) +void main(void) { frag_color = vec4(1.0); } diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/color.vs b/advanced_lighting/3.1.shadow_mapping/shaders/color.vert index ade669b..6aa621e 100644 --- a/advanced_lighting/3.1.shadow_mapping/shaders/color.vs +++ b/advanced_lighting/3.1.shadow_mapping/shaders/color.vert @@ -1,12 +1,11 @@ #version 330 core layout(location = 0) in vec3 apos; -uniform mat4 projection; +uniform mat4 proj; uniform mat4 view; uniform mat4 model; -void -main(void) +void main(void) { - gl_Position = projection*view*model*vec4(apos, 1.0); + gl_Position = proj * view * model * vec4(apos, 1.0); } diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.frag index d250894..4cb6df1 100644 --- a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.fs +++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.frag @@ -8,15 +8,13 @@ uniform sampler2D depth_map; uniform float near; uniform float far; -float -linearize_depth(float depth) +float linearize_depth(float depth) { float z = (depth+1.0)*0.5; return((2.0*near*far)/(far+near-z*(far-near))); } -void -main(void) +void main(void) { float depth = texture(depth_map, tex_coords).r; diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vert index 5717608..5717608 100644 --- a/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vs +++ b/advanced_lighting/3.1.shadow_mapping/shaders/debug_quad.vert diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.frag index 1c7018a..3403d1d 100644 --- a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.fs +++ b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.frag @@ -15,8 +15,7 @@ uniform vec3 view_pos; uniform sampler2D diffuse_texture; uniform sampler2D shadow_map; -float -calculate_shadow() +float calculate_shadow() { vec3 proj_coords = fs_in.frag_pos_light_space.xyz/fs_in.frag_pos_light_space.w; proj_coords = proj_coords*0.5+0.5; @@ -43,8 +42,7 @@ calculate_shadow() return(shadow); } -void -main(void) +void main(void) { vec3 color = texture(diffuse_texture, fs_in.tex_coords).rgb; vec3 normal = normalize(fs_in.normal); diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vert index 3ecd5b1..3f14663 100644 --- a/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vs +++ b/advanced_lighting/3.1.shadow_mapping/shaders/shadow.vert @@ -10,17 +10,16 @@ out VS_OUT { vec2 tex_coords; } vs_out; -uniform mat4 projection; +uniform mat4 proj; uniform mat4 view; uniform mat4 model; uniform mat4 light_space_matrix; -void -main(void) +void main(void) { vs_out.frag_pos = vec3(model*vec4(apos, 1.0)); vs_out.frag_pos_light_space = light_space_matrix*vec4(vs_out.frag_pos, 1.0); vs_out.normal = mat3(transpose(inverse(model)))*anormal; vs_out.tex_coords = atex_coords; - gl_Position = projection*view*vec4(vs_out.frag_pos, 1.0); + gl_Position = proj*view*vec4(vs_out.frag_pos, 1.0); } diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.frag index 16b9908..d99aab2 100644 --- a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.fs +++ b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.frag @@ -1,6 +1,5 @@ #version 330 core -void -main(void) +void main(void) { } diff --git a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vert index b9752ed..d3adca9 100644 --- a/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vs +++ b/advanced_lighting/3.1.shadow_mapping/shaders/simple_depth.vert @@ -4,8 +4,7 @@ layout(location = 0) in vec3 apos; uniform mat4 light_space_matrix; uniform mat4 model; -void -main(void) +void main(void) { gl_Position = light_space_matrix*model*vec4(apos, 1.0); } |