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authorpryazha <pryadeiniv@mail.ru>2025-01-23 19:39:54 +0500
committerpryazha <pryadeiniv@mail.ru>2025-01-23 19:39:54 +0500
commitbf1c59565096ac9774493846cfb15e259d3b0e66 (patch)
tree82e8182af128580b6f38437feccba8c0f48abdc1 /geometry_shader
parent1ee094199af9c169e1ccaa53c7b0c186c4a3639e (diff)
restructure
Diffstat (limited to 'geometry_shader')
-rwxr-xr-xgeometry_shader/build.sh5
-rw-r--r--geometry_shader/geometry_shader.c337
-rw-r--r--geometry_shader/shaders/base.fs11
-rw-r--r--geometry_shader/shaders/base.gs27
-rw-r--r--geometry_shader/shaders/base.vs14
-rw-r--r--geometry_shader/shaders/basic.fs13
-rw-r--r--geometry_shader/shaders/basic.vs16
-rw-r--r--geometry_shader/shaders/explosion.fs13
-rw-r--r--geometry_shader/shaders/explosion.gs44
-rw-r--r--geometry_shader/shaders/explosion.vs18
-rw-r--r--geometry_shader/shaders/normals.fs9
-rw-r--r--geometry_shader/shaders/normals.gs44
-rw-r--r--geometry_shader/shaders/normals.vs18
13 files changed, 0 insertions, 569 deletions
diff --git a/geometry_shader/build.sh b/geometry_shader/build.sh
deleted file mode 100755
index 2d87dc0..0000000
--- a/geometry_shader/build.sh
+++ /dev/null
@@ -1,5 +0,0 @@
-#!/bin/sh
-. ../config
-TARGET='geometry_shader'
-set -x
-gcc -o $TARGET $CFLAGS $INCLUDE $LFLAGS $TARGET.c $LIBS && ./$TARGET
diff --git a/geometry_shader/geometry_shader.c b/geometry_shader/geometry_shader.c
deleted file mode 100644
index af2d494..0000000
--- a/geometry_shader/geometry_shader.c
+++ /dev/null
@@ -1,337 +0,0 @@
-#include "GL/glew.h"
-#include "GLFW/glfw3.h"
-
-#include "pwyazh.h"
-
-#include "common.h"
-
-#include <unistd.h>
-
-#define WIDTH 1024
-#define HEIGHT 768
-
-static F32 dt;
-static Input input;
-
-void
-key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
-{
- switch (action)
- {
- case GLFW_PRESS: {
- switch (key)
- {
- case GLFW_KEY_SPACE: {
- input.jump.state = KeyState_PRESS;
- } break;
- }
- } break;
-
- case GLFW_RELEASE: {
- switch (key)
- {
- case GLFW_KEY_SPACE: {
- input.jump.state = KeyState_RELEASE;
- } break;
- }
- } break;
- }
-}
-
-void
-draw_cube(U32 cube_vao, U32 texture)
-{
- glBindVertexArray(cube_vao);
- glBindTexture(GL_TEXTURE_2D, texture);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindTexture(GL_TEXTURE_2D, 0);
- glBindVertexArray(0);
-}
-
-int
-main(void)
-{
- GLFWwindow *window;
-
- if (glfwInit() == GLFW_FALSE)
- {
- fprintf(stderr, "[ERROR] Failed to initialize glfw.\n");
- return(1);
- }
-
- glfwWindowHint(GLFW_RESIZABLE, 0);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
- glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
- glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
- window = glfwCreateWindow(WIDTH, HEIGHT, "depth testing", 0, 0);
- if (!window)
- {
- fprintf(stderr, "[ERROR] Failed to create window.\n");
- glfwTerminate();
- return(1);
- }
-
- glfwMakeContextCurrent(window);
-
- glfwSetKeyCallback(window, key_callback);
-
- if (glewInit() != GLEW_OK)
- {
- fprintf(stderr, "[ERROR] Failed to initialize glew.\n");
- glfwTerminate();
- return(1);
- }
-
- glEnable(GL_DEPTH_TEST);
-
- U32 shader = create_shader_program_geom("shaders/base.vs",
- "shaders/base.fs",
- "shaders/base.gs");
- U32 explosion_shader = create_shader_program_geom("shaders/explosion.vs",
- "shaders/explosion.fs",
- "shaders/explosion.gs");
- U32 normals_shader = create_shader_program_geom("shaders/normals.vs",
- "shaders/normals.fs",
- "shaders/normals.gs");
- U32 basic_shader = create_shader_program("shaders/basic.vs", "shaders/basic.fs");
-
- U32 grid_texture = load_texture("../data/textures/grid.png");
-
- F32 points[] = {
- -0.5f, 0.5f, 1.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.0f, 1.0f, 0.0f,
- 0.5f, -0.5f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 1.0f, 1.0f, 0.0f
- };
-
- GLuint points_vao, vbo;
- glGenVertexArrays(1, &points_vao);
- glBindVertexArray(points_vao);
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(points), points, GL_STATIC_DRAW);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(2*sizeof(F32)));
- glBindVertexArray(0);
-
- F32 a = 0.5f;
- /* NOTE(pryazha): Counter-clockwise order */
- F32 cube_vertices[] = {
- /* NOTE(pryazha): Back face */
- a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- -a, a, -a, 1.0f, 1.0f, /* top-right */
- a, a, -a, 0.0f, 1.0f, /* top-left */
- a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- -a, -a, -a, 1.0f, 0.0f, /* bottom-right */
- -a, a, -a, 1.0f, 1.0f, /* top-right */
-
- /* NOTE(pryazha): Front face */
- -a, -a, a, 0.0f, 0.0f, /* bottom-left */
- a, a, a, 1.0f, 1.0f, /* top-right */
- -a, a, a, 0.0f, 1.0f, /* top-left */
- -a, -a, a, 0.0f, 0.0f, /* bottom-left */
- a, -a, a, 1.0f, 0.0f, /* bottom-right */
- a, a, a, 1.0f, 1.0f, /* top-right */
-
- /* NOTE(pryazha): Left face */
- -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- -a, a, a, 1.0f, 1.0f, /* top-right */
- -a, a, -a, 0.0f, 1.0f, /* top-left */
- -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- -a, -a, a, 1.0f, 0.0f, /* bottom-right */
- -a, a, a, 1.0f, 1.0f, /* top-right */
-
- /* NOTE(pryazha): Right face */
- a, -a, a, 0.0f, 0.0f, /* bottom-left */
- a, a, -a, 1.0f, 1.0f, /* top-right */
- a, a, a, 0.0f, 1.0f, /* top-left */
- a, -a, a, 0.0f, 0.0f, /* bottom-left */
- a, -a, -a, 1.0f, 0.0f, /* bottom-right */
- a, a, -a, 1.0f, 1.0f, /* top-right */
-
- /* NOTE(pryazha): Top face */
- -a, a, a, 0.0f, 0.0f, /* bottom-left */
- a, a, -a, 1.0f, 1.0f, /* top-right */
- -a, a, -a, 0.0f, 1.0f, /* top-left */
- -a, a, a, 0.0f, 0.0f, /* bottom-left */
- a, a, a, 1.0f, 0.0f, /* bottom-right */
- a, a, -a, 1.0f, 1.0f, /* top-right */
-
- /* NOTE(pryazha): Bottom face */
- -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- a, -a, a, 1.0f, 1.0f, /* top-right */
- -a, -a, a, 0.0f, 1.0f, /* top-left */
- -a, -a, -a, 0.0f, 0.0f, /* bottom-left */
- a, -a, -a, 1.0f, 0.0f, /* bottom-right */
- a, -a, a, 1.0f, 1.0f, /* top-right */
- };
-
- U32 cube_vao;
- glGenVertexArrays(1, &cube_vao);
- glBindVertexArray(cube_vao);
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5*sizeof(F32), (void *)(3*sizeof(F32)));
- glBindVertexArray(0);
-
- F32 vertices[] = {
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
-
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f,
-
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, -0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- -0.5f, -0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,
-
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
- 0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 1.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- 0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f,
- -0.5f, -0.5f, 0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
- -0.5f, -0.5f, -0.5f, 0.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
- 0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- 0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f,
- -0.5f, 0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
- -0.5f, 0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f
- };
-
- U32 normals_cube_vao;
- glGenVertexArrays(1, &normals_cube_vao);
- glBindVertexArray(normals_cube_vao);
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)0);
- glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(3*sizeof(F32)));
- glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8*sizeof(F32), (void *)(6*sizeof(F32)));
- glBindVertexArray(0);
-
- F32 target_fps = 60.0f;
- F32 target_spf = 1.0f/target_fps;
-
- F32 last_time = glfwGetTime();
- F32 time = last_time;
-
- S32 scene = 0;
-
- while (!glfwWindowShouldClose(window))
- {
- glfwPollEvents();
-
- /* NOTE(pryazha): Update */
- if (key_first_press(input.jump))
- {
- scene++;
- scene %= 3;
- }
-
- input_update_last_state(&input);
-
- /* NOTE(pryazha): Render */
- glClearColor(0.15f, 0.15f, 0.15f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- if (scene == 0)
- {
- glUseProgram(shader);
- glBindVertexArray(points_vao);
- glDrawArrays(GL_POINTS, 0, 4);
- glBindVertexArray(0);
- }
- else if (scene == 1)
- {
- F32 radius = 2.0f;
- F32 x = f32_sin(0.5*time)*radius;
- F32 z = f32_cos(0.5*time)*radius;
- MAT4 projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
- MAT4 view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
- MAT4 model = mat4_identity();
- glUseProgram(explosion_shader);
- shader_set_mat4fv(explosion_shader, "projection", projection);
- shader_set_mat4fv(explosion_shader, "view", view);
- shader_set_mat4fv(explosion_shader, "model", model);
- shader_set_1f(explosion_shader, "time", time);
- glBindVertexArray(cube_vao);
- glBindTexture(GL_TEXTURE_2D, grid_texture);
- glDrawArrays(GL_TRIANGLES, 0, 36);
- glBindVertexArray(0);
- }
- else
- {
- MAT4 projection, view, model;
- F32 radius, x, z;
-
- radius = 2.0f;
- x = f32_sin(0.5*time)*radius;
- z = f32_cos(0.5*time)*radius;
-
- projection = perspective(90.0f, (F32)WIDTH/(F32)HEIGHT, 0.1f, 100.0f);
- view = look_at(v3f(x, 1.0f, z), v3f_zero(), v3f(0.0f, 1.0f, 0.0f));
- model = mat4_identity();
-
- glUseProgram(basic_shader);
- shader_set_mat4fv(basic_shader, "projection", projection);
- shader_set_mat4fv(basic_shader, "view", view);
- shader_set_mat4fv(basic_shader, "model", model);
- draw_cube(normals_cube_vao, grid_texture);
-
- glUseProgram(normals_shader);
- shader_set_mat4fv(normals_shader, "projection", projection);
- shader_set_mat4fv(normals_shader, "view", view);
- shader_set_mat4fv(normals_shader, "model", model);
- draw_cube(normals_cube_vao, grid_texture);
- }
-
- glfwSwapBuffers(window);
-
- F32 elapsed = glfwGetTime()-last_time;
- if (elapsed < target_spf)
- {
- U32 sleep_time = (U32)(target_spf-elapsed);
- if (sleep_time > 0)
- sleep(sleep_time);
- }
- F32 current_time = glfwGetTime();
- dt = current_time-last_time;
- time += dt;
- last_time = current_time;
- }
-
- glDeleteBuffers(1, &vbo);
- glDeleteVertexArrays(1, &points_vao);
-
- glfwTerminate();
- return(0);
-}
diff --git a/geometry_shader/shaders/base.fs b/geometry_shader/shaders/base.fs
deleted file mode 100644
index 283d885..0000000
--- a/geometry_shader/shaders/base.fs
+++ /dev/null
@@ -1,11 +0,0 @@
-#version 330 core
-
-in vec3 fcolor;
-
-out vec4 frag_color;
-
-void
-main(void)
-{
- frag_color = vec4(fcolor, 1.0f);
-}
diff --git a/geometry_shader/shaders/base.gs b/geometry_shader/shaders/base.gs
deleted file mode 100644
index 6b140c5..0000000
--- a/geometry_shader/shaders/base.gs
+++ /dev/null
@@ -1,27 +0,0 @@
-#version 330 core
-layout(points) in;
-layout(triangle_strip, max_vertices = 5) out;
-
-in VS_OUT {
- vec3 color;
-} gs_in[];
-
-out vec3 fcolor;
-
-void
-main(void)
-{
- fcolor = gs_in[0].color;
- gl_Position = gl_in[0].gl_Position+vec4(-0.2, -0.2, 0.0, 0.0);
- EmitVertex();
- gl_Position = gl_in[0].gl_Position+vec4(0.2, -0.2, 0.0, 0.0);
- EmitVertex();
- gl_Position = gl_in[0].gl_Position+vec4(-0.2, 0.2, 0.0, 0.0);
- EmitVertex();
- gl_Position = gl_in[0].gl_Position+vec4(0.2, 0.2, 0.0, 0.0);
- EmitVertex();
- fcolor = vec3(1.0, 1.0, 1.0);
- gl_Position = gl_in[0].gl_Position+vec4(0.0, 0.4, 0.0, 0.0);
- EmitVertex();
- EndPrimitive();
-}
diff --git a/geometry_shader/shaders/base.vs b/geometry_shader/shaders/base.vs
deleted file mode 100644
index 2924e6c..0000000
--- a/geometry_shader/shaders/base.vs
+++ /dev/null
@@ -1,14 +0,0 @@
-#version 330 core
-layout(location = 0) in vec2 apos;
-layout(location = 1) in vec3 acolor;
-
-out VS_OUT {
- vec3 color;
-} vs_out;
-
-void
-main(void)
-{
- vs_out.color = acolor;
- gl_Position = vec4(apos, 0.0f, 1.0f);
-}
diff --git a/geometry_shader/shaders/basic.fs b/geometry_shader/shaders/basic.fs
deleted file mode 100644
index bdd4b9a..0000000
--- a/geometry_shader/shaders/basic.fs
+++ /dev/null
@@ -1,13 +0,0 @@
-#version 330 core
-
-in vec2 tex_coords;
-
-out vec4 frag_color;
-
-uniform sampler2D texture1;
-
-void
-main(void)
-{
- frag_color = texture(texture1, tex_coords);
-}
diff --git a/geometry_shader/shaders/basic.vs b/geometry_shader/shaders/basic.vs
deleted file mode 100644
index 9a630b6..0000000
--- a/geometry_shader/shaders/basic.vs
+++ /dev/null
@@ -1,16 +0,0 @@
-#version 330 core
-layout(location = 0) in vec3 apos;
-layout(location = 2) in vec2 atex_coords;
-
-out vec2 tex_coords;
-
-uniform mat4 model;
-uniform mat4 view;
-uniform mat4 projection;
-
-void
-main(void)
-{
- gl_Position = projection*view*model*vec4(apos, 1.0f);
- tex_coords = atex_coords;
-}
diff --git a/geometry_shader/shaders/explosion.fs b/geometry_shader/shaders/explosion.fs
deleted file mode 100644
index 70e7151..0000000
--- a/geometry_shader/shaders/explosion.fs
+++ /dev/null
@@ -1,13 +0,0 @@
-#version 330 core
-
-in vec2 ftex_coords;
-
-out vec4 frag_color;
-
-uniform sampler2D texture0;
-
-void
-main(void)
-{
- frag_color = texture(texture0, ftex_coords);
-}
diff --git a/geometry_shader/shaders/explosion.gs b/geometry_shader/shaders/explosion.gs
deleted file mode 100644
index 1883ad2..0000000
--- a/geometry_shader/shaders/explosion.gs
+++ /dev/null
@@ -1,44 +0,0 @@
-#version 330 core
-layout(triangles) in;
-layout(triangle_strip, max_vertices = 3) out;
-
-in VS_OUT {
- vec2 gtex_coords;
-} gs_in[];
-
-out vec2 ftex_coords;
-
-uniform float time;
-
-vec3
-get_normal(void)
-{
- vec3 a = vec3(gl_in[0].gl_Position)-vec3(gl_in[1].gl_Position);
- vec3 b = vec3(gl_in[2].gl_Position)-vec3(gl_in[1].gl_Position);
- return(normalize(cross(a, b)));
-}
-
-vec4
-explode(vec4 position, vec3 normal)
-{
- float magnitude = 0.2f;
- vec3 direction = normal*magnitude*((sin(time)+1.0f)/2.0f);
- vec4 result = position+vec4(direction, 0.0f);
- return(result);
-}
-
-void
-main(void)
-{
- vec3 normal = get_normal();
- gl_Position = explode(gl_in[0].gl_Position, normal);
- ftex_coords = gs_in[0].gtex_coords;
- EmitVertex();
- gl_Position = explode(gl_in[1].gl_Position, normal);
- ftex_coords = gs_in[1].gtex_coords;
- EmitVertex();
- gl_Position = explode(gl_in[2].gl_Position, normal);
- ftex_coords = gs_in[2].gtex_coords;
- EmitVertex();
- EndPrimitive();
-}
diff --git a/geometry_shader/shaders/explosion.vs b/geometry_shader/shaders/explosion.vs
deleted file mode 100644
index 5925b8f..0000000
--- a/geometry_shader/shaders/explosion.vs
+++ /dev/null
@@ -1,18 +0,0 @@
-#version 330 core
-layout(location = 0) in vec3 apos;
-layout(location = 1) in vec2 atex_coords;
-
-out VS_OUT {
- vec2 gtex_coords;
-} vs_out;
-
-uniform mat4 projection;
-uniform mat4 view;
-uniform mat4 model;
-
-void
-main(void)
-{
- vs_out.gtex_coords = atex_coords;
- gl_Position = projection*view*model*vec4(apos, 1.0f);
-}
diff --git a/geometry_shader/shaders/normals.fs b/geometry_shader/shaders/normals.fs
deleted file mode 100644
index fbbafbf..0000000
--- a/geometry_shader/shaders/normals.fs
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 330 core
-
-out vec4 frag_color;
-
-void
-main(void)
-{
- frag_color = vec4(1.0, 0.0, 0.0, 1.0);
-}
diff --git a/geometry_shader/shaders/normals.gs b/geometry_shader/shaders/normals.gs
deleted file mode 100644
index 3720a5f..0000000
--- a/geometry_shader/shaders/normals.gs
+++ /dev/null
@@ -1,44 +0,0 @@
-#version 330 core
-layout(triangles) in;
-layout(line_strip, max_vertices = 6) out;
-
-in VS_OUT {
- vec3 normal;
-} gs_in[];
-
-uniform mat4 projection;
-
-const float MAGNITUDE = 0.4;
-
-void
-generate_line(int index)
-{
- gl_Position = projection*gl_in[index].gl_Position;
- EmitVertex();
- gl_Position = projection*(gl_in[index].gl_Position+
- vec4(gs_in[index].normal, 0.0)*MAGNITUDE);
- EmitVertex();
- EndPrimitive();
-}
-
-void
-main(void)
-{
- /*
- vec4 center = (gl_in[0].gl_Position+
- gl_in[1].gl_Position+
- gl_in[2].gl_Position)/3.0;
- vec4 end = center+vec4(((gs_in[0].normal+
- gs_in[1].normal+
- gs_in[2].normal)/3.0),
- 0.0)*MAGNITUDE;
- gl_Position = projection*center;
- EmitVertex();
- gl_Position = projection*end;
- EmitVertex();
- EndPrimitive();
- */
- generate_line(0);
- generate_line(1);
- generate_line(2);
-}
diff --git a/geometry_shader/shaders/normals.vs b/geometry_shader/shaders/normals.vs
deleted file mode 100644
index 3b728e5..0000000
--- a/geometry_shader/shaders/normals.vs
+++ /dev/null
@@ -1,18 +0,0 @@
-#version 330 core
-layout(location = 0) in vec3 apos;
-layout(location = 1) in vec3 anormal;
-
-out VS_OUT {
- vec3 normal;
-} vs_out;
-
-uniform mat4 view;
-uniform mat4 model;
-
-void
-main(void)
-{
- mat3 normal_matrix = mat3(transpose(inverse(view*model)));
- vs_out.normal = normalize(normal_matrix*anormal);
- gl_Position = view*model*vec4(apos, 1.0);
-}