diff options
Diffstat (limited to 'advanced_lighting/3.2.point_shadows/shaders')
-rw-r--r-- | advanced_lighting/3.2.point_shadows/shaders/depth.frag (renamed from advanced_lighting/3.2.point_shadows/shaders/depth.fs) | 3 | ||||
-rw-r--r-- | advanced_lighting/3.2.point_shadows/shaders/depth.geom (renamed from advanced_lighting/3.2.point_shadows/shaders/depth.gs) | 13 | ||||
-rw-r--r-- | advanced_lighting/3.2.point_shadows/shaders/depth.vert (renamed from advanced_lighting/3.2.point_shadows/shaders/depth.vs) | 3 | ||||
-rw-r--r-- | advanced_lighting/3.2.point_shadows/shaders/shadow.frag (renamed from advanced_lighting/3.2.point_shadows/shaders/shadow.fs) | 6 | ||||
-rw-r--r-- | advanced_lighting/3.2.point_shadows/shaders/shadow.vert (renamed from advanced_lighting/3.2.point_shadows/shaders/shadow.vs) | 7 |
5 files changed, 10 insertions, 22 deletions
diff --git a/advanced_lighting/3.2.point_shadows/shaders/depth.fs b/advanced_lighting/3.2.point_shadows/shaders/depth.frag index 88fb9e6..f95c0f8 100644 --- a/advanced_lighting/3.2.point_shadows/shaders/depth.fs +++ b/advanced_lighting/3.2.point_shadows/shaders/depth.frag @@ -5,8 +5,7 @@ in vec4 frag_pos; uniform vec3 light_pos; uniform float far; -void -main(void) +void main(void) { float light_distance = length(frag_pos.xyz-light_pos); light_distance = light_distance/far; diff --git a/advanced_lighting/3.2.point_shadows/shaders/depth.gs b/advanced_lighting/3.2.point_shadows/shaders/depth.geom index 638e2b9..de39788 100644 --- a/advanced_lighting/3.2.point_shadows/shaders/depth.gs +++ b/advanced_lighting/3.2.point_shadows/shaders/depth.geom @@ -6,18 +6,11 @@ uniform mat4 shadow_transforms[6]; out vec4 frag_pos; -void -main(void) +void main(void) { - for (int face = 0; - face < 6; - ++face) - { + for (int face = 0; face < 6; ++face) { gl_Layer = face; - for (int vertex = 0; - vertex < 3; - ++vertex) - { + for (int vertex = 0; vertex < 3; ++vertex) { frag_pos = gl_in[vertex].gl_Position; gl_Position = shadow_transforms[face]*frag_pos; EmitVertex(); diff --git a/advanced_lighting/3.2.point_shadows/shaders/depth.vs b/advanced_lighting/3.2.point_shadows/shaders/depth.vert index 37a3484..37ffd1b 100644 --- a/advanced_lighting/3.2.point_shadows/shaders/depth.vs +++ b/advanced_lighting/3.2.point_shadows/shaders/depth.vert @@ -3,8 +3,7 @@ layout(location = 0) in vec3 apos; uniform mat4 model; -void -main(void) +void main(void) { gl_Position = model*vec4(apos, 1.0); } diff --git a/advanced_lighting/3.2.point_shadows/shaders/shadow.fs b/advanced_lighting/3.2.point_shadows/shaders/shadow.frag index 6a3a8b0..bb006ca 100644 --- a/advanced_lighting/3.2.point_shadows/shaders/shadow.fs +++ b/advanced_lighting/3.2.point_shadows/shaders/shadow.frag @@ -24,8 +24,7 @@ vec3 grid_sampling_disk[20] = vec3[] vec3(0, 1, 1), vec3( 0, -1, 1), vec3( 0, -1, -1), vec3( 0, 1, -1) ); -float -calculate_shadow(vec3 frag_pos) +float calculate_shadow(vec3 frag_pos) { vec3 frag_to_light = frag_pos-light_pos; /* float closest_depth = texture(depth_cubemap, frag_to_light).r; */ @@ -80,8 +79,7 @@ calculate_shadow(vec3 frag_pos) return(shadow); } -void -main(void) +void main(void) { vec3 color = texture(diffuse_texture, fs_in.tex_coords).rgb; vec3 normal = normalize(fs_in.normal); diff --git a/advanced_lighting/3.2.point_shadows/shaders/shadow.vs b/advanced_lighting/3.2.point_shadows/shaders/shadow.vert index ac8ee4f..dccaa76 100644 --- a/advanced_lighting/3.2.point_shadows/shaders/shadow.vs +++ b/advanced_lighting/3.2.point_shadows/shaders/shadow.vert @@ -9,14 +9,13 @@ out VS_OUT { vec2 tex_coords; } vs_out; -uniform mat4 projection; +uniform mat4 proj; uniform mat4 view; uniform mat4 model; uniform bool reverse_normals; -void -main(void) +void main(void) { vs_out.frag_pos = vec3(model*vec4(apos, 1.0)); if (reverse_normals) @@ -25,5 +24,5 @@ main(void) vs_out.normal = mat3(transpose(inverse(model)))*anormal; vs_out.tex_coords = atex_coords; - gl_Position = projection*view*vec4(vs_out.frag_pos, 1.0); + gl_Position = proj*view*vec4(vs_out.frag_pos, 1.0); } |