diff options
Diffstat (limited to 'advanced_lighting/1.blinn_phong/shaders')
-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); } |