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-rw-r--r--advanced_opengl/8.geometry_shader/shaders/base.frag (renamed from advanced_opengl/8.geometry_shader/shaders/base.fs)3
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/base.geom (renamed from advanced_opengl/8.geometry_shader/shaders/base.gs)3
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/base.vert (renamed from advanced_opengl/8.geometry_shader/shaders/base.vs)3
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/basic.frag (renamed from advanced_opengl/8.geometry_shader/shaders/basic.fs)3
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/basic.vert (renamed from advanced_opengl/8.geometry_shader/shaders/basic.vs)7
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/explosion.frag (renamed from advanced_opengl/8.geometry_shader/shaders/explosion.fs)3
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/explosion.geom (renamed from advanced_opengl/8.geometry_shader/shaders/explosion.gs)9
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/explosion.vert (renamed from advanced_opengl/8.geometry_shader/shaders/explosion.vs)7
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/normals.frag (renamed from advanced_opengl/8.geometry_shader/shaders/normals.fs)3
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/normals.geom (renamed from advanced_opengl/8.geometry_shader/shaders/normals.gs)16
-rw-r--r--advanced_opengl/8.geometry_shader/shaders/normals.vert (renamed from advanced_opengl/8.geometry_shader/shaders/normals.vs)3
11 files changed, 23 insertions, 37 deletions
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.fs b/advanced_opengl/8.geometry_shader/shaders/base.frag
index 73897db..70d5585 100644
--- a/advanced_opengl/8.geometry_shader/shaders/base.fs
+++ b/advanced_opengl/8.geometry_shader/shaders/base.frag
@@ -4,8 +4,7 @@ in vec3 fcolor;
out vec4 frag_color;
-void
-main(void)
+void main(void)
{
frag_color = vec4(fcolor, 1.0);
}
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.gs b/advanced_opengl/8.geometry_shader/shaders/base.geom
index 6b140c5..10d5c45 100644
--- a/advanced_opengl/8.geometry_shader/shaders/base.gs
+++ b/advanced_opengl/8.geometry_shader/shaders/base.geom
@@ -8,8 +8,7 @@ in VS_OUT {
out vec3 fcolor;
-void
-main(void)
+void main(void)
{
fcolor = gs_in[0].color;
gl_Position = gl_in[0].gl_Position+vec4(-0.2, -0.2, 0.0, 0.0);
diff --git a/advanced_opengl/8.geometry_shader/shaders/base.vs b/advanced_opengl/8.geometry_shader/shaders/base.vert
index 9ad9e7a..5178f92 100644
--- a/advanced_opengl/8.geometry_shader/shaders/base.vs
+++ b/advanced_opengl/8.geometry_shader/shaders/base.vert
@@ -6,8 +6,7 @@ out VS_OUT {
vec3 color;
} vs_out;
-void
-main(void)
+void main(void)
{
vs_out.color = acolor;
gl_Position = vec4(apos, 0.0, 1.0);
diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.fs b/advanced_opengl/8.geometry_shader/shaders/basic.frag
index bdd4b9a..09244b5 100644
--- a/advanced_opengl/8.geometry_shader/shaders/basic.fs
+++ b/advanced_opengl/8.geometry_shader/shaders/basic.frag
@@ -6,8 +6,7 @@ out vec4 frag_color;
uniform sampler2D texture1;
-void
-main(void)
+void main(void)
{
frag_color = texture(texture1, tex_coords);
}
diff --git a/advanced_opengl/8.geometry_shader/shaders/basic.vs b/advanced_opengl/8.geometry_shader/shaders/basic.vert
index 77e8b70..10ce805 100644
--- a/advanced_opengl/8.geometry_shader/shaders/basic.vs
+++ b/advanced_opengl/8.geometry_shader/shaders/basic.vert
@@ -6,11 +6,10 @@ out vec2 tex_coords;
uniform mat4 model;
uniform mat4 view;
-uniform mat4 projection;
+uniform mat4 proj;
-void
-main(void)
+void main(void)
{
- gl_Position = projection*view*model*vec4(apos, 1.0);
+ gl_Position = proj*view*model*vec4(apos, 1.0);
tex_coords = atex_coords;
}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.fs b/advanced_opengl/8.geometry_shader/shaders/explosion.frag
index 70e7151..b751460 100644
--- a/advanced_opengl/8.geometry_shader/shaders/explosion.fs
+++ b/advanced_opengl/8.geometry_shader/shaders/explosion.frag
@@ -6,8 +6,7 @@ out vec4 frag_color;
uniform sampler2D texture0;
-void
-main(void)
+void main(void)
{
frag_color = texture(texture0, ftex_coords);
}
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.gs b/advanced_opengl/8.geometry_shader/shaders/explosion.geom
index 3498878..e708591 100644
--- a/advanced_opengl/8.geometry_shader/shaders/explosion.gs
+++ b/advanced_opengl/8.geometry_shader/shaders/explosion.geom
@@ -10,16 +10,14 @@ out vec2 ftex_coords;
uniform float time;
-vec3
-get_normal(void)
+vec3 get_normal(void)
{
vec3 a = vec3(gl_in[0].gl_Position)-vec3(gl_in[1].gl_Position);
vec3 b = vec3(gl_in[2].gl_Position)-vec3(gl_in[1].gl_Position);
return(normalize(cross(a, b)));
}
-vec4
-explode(vec4 position, vec3 normal)
+vec4 explode(vec4 position, vec3 normal)
{
float magnitude = 0.2;
vec3 direction = normal*magnitude*((sin(time)+1.0)/2.0);
@@ -27,8 +25,7 @@ explode(vec4 position, vec3 normal)
return(result);
}
-void
-main(void)
+void main(void)
{
vec3 normal = get_normal();
gl_Position = explode(gl_in[0].gl_Position, normal);
diff --git a/advanced_opengl/8.geometry_shader/shaders/explosion.vs b/advanced_opengl/8.geometry_shader/shaders/explosion.vert
index 46abd27..a79b432 100644
--- a/advanced_opengl/8.geometry_shader/shaders/explosion.vs
+++ b/advanced_opengl/8.geometry_shader/shaders/explosion.vert
@@ -6,13 +6,12 @@ out VS_OUT {
vec2 gtex_coords;
} vs_out;
-uniform mat4 projection;
+uniform mat4 proj;
uniform mat4 view;
uniform mat4 model;
-void
-main(void)
+void main(void)
{
vs_out.gtex_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_opengl/8.geometry_shader/shaders/normals.fs b/advanced_opengl/8.geometry_shader/shaders/normals.frag
index fbbafbf..d40d866 100644
--- a/advanced_opengl/8.geometry_shader/shaders/normals.fs
+++ b/advanced_opengl/8.geometry_shader/shaders/normals.frag
@@ -2,8 +2,7 @@
out vec4 frag_color;
-void
-main(void)
+void main(void)
{
frag_color = vec4(1.0, 0.0, 0.0, 1.0);
}
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.gs b/advanced_opengl/8.geometry_shader/shaders/normals.geom
index 3720a5f..f0e1a75 100644
--- a/advanced_opengl/8.geometry_shader/shaders/normals.gs
+++ b/advanced_opengl/8.geometry_shader/shaders/normals.geom
@@ -6,23 +6,21 @@ in VS_OUT {
vec3 normal;
} gs_in[];
-uniform mat4 projection;
+uniform mat4 proj;
const float MAGNITUDE = 0.4;
-void
-generate_line(int index)
+void generate_line(int index)
{
- gl_Position = projection*gl_in[index].gl_Position;
+ gl_Position = proj*gl_in[index].gl_Position;
EmitVertex();
- gl_Position = projection*(gl_in[index].gl_Position+
+ gl_Position = proj*(gl_in[index].gl_Position+
vec4(gs_in[index].normal, 0.0)*MAGNITUDE);
EmitVertex();
EndPrimitive();
}
-void
-main(void)
+void main(void)
{
/*
vec4 center = (gl_in[0].gl_Position+
@@ -32,9 +30,9 @@ main(void)
gs_in[1].normal+
gs_in[2].normal)/3.0),
0.0)*MAGNITUDE;
- gl_Position = projection*center;
+ gl_Position = proj*center;
EmitVertex();
- gl_Position = projection*end;
+ gl_Position = proj*end;
EmitVertex();
EndPrimitive();
*/
diff --git a/advanced_opengl/8.geometry_shader/shaders/normals.vs b/advanced_opengl/8.geometry_shader/shaders/normals.vert
index 3b728e5..14f7d8b 100644
--- a/advanced_opengl/8.geometry_shader/shaders/normals.vs
+++ b/advanced_opengl/8.geometry_shader/shaders/normals.vert
@@ -9,8 +9,7 @@ out VS_OUT {
uniform mat4 view;
uniform mat4 model;
-void
-main(void)
+void main(void)
{
mat3 normal_matrix = mat3(transpose(inverse(view*model)));
vs_out.normal = normalize(normal_matrix*anormal);