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-rw-r--r--advanced_lighting/2.gamma_correction/shaders/blinn_phong.frag (renamed from advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs)11
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/blinn_phong.vert (renamed from advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs)7
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/light.frag (renamed from advanced_lighting/2.gamma_correction/shaders/light.fs)3
-rw-r--r--advanced_lighting/2.gamma_correction/shaders/light.vert (renamed from advanced_lighting/2.gamma_correction/shaders/light.vs)7
4 files changed, 11 insertions, 17 deletions
diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.frag
index 35e701c..331fc8b 100644
--- a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.fs
+++ b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.frag
@@ -14,9 +14,8 @@ uniform vec3 light_colors[4];
uniform vec3 view_pos;
uniform bool gamma_correction;
-vec3
-blinn_phong(vec3 light_dir, vec3 view_dir, vec3 normal,
- vec3 light_pos, vec3 light_color)
+vec3 blinn_phong(vec3 light_dir, vec3 view_dir, vec3 normal,
+ vec3 light_pos, vec3 light_color)
{
float diff = max(dot(normal, light_dir), 0.0);
vec3 diffuse = diff*light_color;
@@ -31,16 +30,14 @@ blinn_phong(vec3 light_dir, vec3 view_dir, vec3 normal,
return((diffuse+specular)*attenuation);
}
-void
-main(void)
+void main(void)
{
vec3 view_dir = normalize(view_pos-fs_in.frag_pos);
vec3 normal = normalize(fs_in.normal);
vec3 texture_color = texture(texture0, fs_in.tex_coords).rgb;
vec3 lighting = vec3(0.0);
- for (int i = 0; i < 4; i++)
- {
+ for (int i = 0; i < 4; i++) {
vec3 light_pos = light_positions[i];
vec3 light_color = light_colors[i];
vec3 light_dir = normalize(light_pos-fs_in.frag_pos);
diff --git a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs b/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vert
index 4d1b792..870e7dc 100644
--- a/advanced_lighting/2.gamma_correction/shaders/blinn_phong.vs
+++ b/advanced_lighting/2.gamma_correction/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/2.gamma_correction/shaders/light.fs b/advanced_lighting/2.gamma_correction/shaders/light.frag
index bd00d82..c01da99 100644
--- a/advanced_lighting/2.gamma_correction/shaders/light.fs
+++ b/advanced_lighting/2.gamma_correction/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/2.gamma_correction/shaders/light.vs b/advanced_lighting/2.gamma_correction/shaders/light.vert
index ade669b..a8b1247 100644
--- a/advanced_lighting/2.gamma_correction/shaders/light.vs
+++ b/advanced_lighting/2.gamma_correction/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);
}