diff options
Diffstat (limited to 'advanced_opengl/8.geometry_shader/shaders')
-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); |