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-rw-r--r--advanced_lighting/1.blinn_phong/shaders/blinn_phong.frag (renamed from advanced_lighting/1.blinn_phong/shaders/blinn_phong.fs)10
-rw-r--r--advanced_lighting/1.blinn_phong/shaders/blinn_phong.vert (renamed from advanced_lighting/1.blinn_phong/shaders/blinn_phong.vs)7
-rw-r--r--advanced_lighting/1.blinn_phong/shaders/light.frag (renamed from advanced_lighting/1.blinn_phong/shaders/light.fs)3
-rw-r--r--advanced_lighting/1.blinn_phong/shaders/light.vert (renamed from advanced_lighting/1.blinn_phong/shaders/light.vs)7
4 files changed, 10 insertions, 17 deletions
diff --git a/advanced_lighting/1.blinn_phong/shaders/blinn_phong.fs b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.frag
index 5c66b3e..80f3e47 100644
--- a/advanced_lighting/1.blinn_phong/shaders/blinn_phong.fs
+++ b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.frag
@@ -13,8 +13,7 @@ uniform vec3 light_pos;
uniform vec3 view_pos;
uniform bool blinn;
-void
-main(void)
+void main(void)
{
vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
vec3 view_dir = normalize(view_pos-fs_in.frag_pos);
@@ -25,13 +24,10 @@ main(void)
float diff = max(dot(normal, light_dir), 0.0);
float spec = 0.0;
- if (blinn)
- {
+ if (blinn) {
vec3 halfway_dir = normalize(light_dir+view_dir);
spec = pow(max(dot(normal, halfway_dir), 0.0), 16.0);
- }
- else
- {
+ } else {
vec3 reflect_dir = reflect(-light_dir, normal);
spec = pow(max(dot(view_dir, reflect_dir), 0.0), 8.0);
}
diff --git a/advanced_lighting/1.blinn_phong/shaders/blinn_phong.vs b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.vert
index 4d1b792..870e7dc 100644
--- a/advanced_lighting/1.blinn_phong/shaders/blinn_phong.vs
+++ b/advanced_lighting/1.blinn_phong/shaders/blinn_phong.vert
@@ -9,15 +9,14 @@ out VS_OUT {
vec2 tex_coords;
} vs_out;
-uniform mat4 projection;
+uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
-void
-main(void)
+void main(void)
{
vs_out.frag_pos = vec3(model*vec4(apos, 1.0));
vs_out.normal = mat3(transpose(inverse(model)))*anormal;
vs_out.tex_coords = atex_coords;
- gl_Position = projection*view*model*vec4(apos, 1.0);
+ gl_Position = proj*view*model*vec4(apos, 1.0);
}
diff --git a/advanced_lighting/1.blinn_phong/shaders/light.fs b/advanced_lighting/1.blinn_phong/shaders/light.frag
index bd00d82..c01da99 100644
--- a/advanced_lighting/1.blinn_phong/shaders/light.fs
+++ b/advanced_lighting/1.blinn_phong/shaders/light.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/1.blinn_phong/shaders/light.vs b/advanced_lighting/1.blinn_phong/shaders/light.vert
index ade669b..a8b1247 100644
--- a/advanced_lighting/1.blinn_phong/shaders/light.vs
+++ b/advanced_lighting/1.blinn_phong/shaders/light.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);
}