diff options
Diffstat (limited to 'advanced_lighting/2.gamma_correction/shaders')
-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); } |