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authorOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-05-30 22:19:07 +1000
committerOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-05-30 22:19:07 +1000
commit59854f60b761d77cee4095c9ce45062c926dea5a (patch)
tree383d9a232e2ddf7341acbf1a96a8f45b96331219 /assets
parentbaf787b9eb742b0c52ecf8c9ae319dbfb4ea0f1b (diff)
wip
Diffstat (limited to 'assets')
-rw-r--r--assets/shaders/blinn_phong.frag2
-rw-r--r--assets/shaders/blinn_phong.vert27
-rw-r--r--assets/shaders/cube.vert3
3 files changed, 20 insertions, 12 deletions
diff --git a/assets/shaders/blinn_phong.frag b/assets/shaders/blinn_phong.frag
index a0ba905..f7c4322 100644
--- a/assets/shaders/blinn_phong.frag
+++ b/assets/shaders/blinn_phong.frag
@@ -32,7 +32,7 @@ in VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
- vec4 FragPosLightSpace;
+ // vec4 FragPosLightSpace;
vec4 Color;
} fs_in;
diff --git a/assets/shaders/blinn_phong.vert b/assets/shaders/blinn_phong.vert
index 06dc5e7..aefb129 100644
--- a/assets/shaders/blinn_phong.vert
+++ b/assets/shaders/blinn_phong.vert
@@ -1,28 +1,37 @@
-#version 410 core
+#version 450 core
+
+struct Uniforms {
+ mat4 model;
+ mat4 view;
+ mat4 projection;
+};
+
+uniform Uniforms ubo;
+
// Inputs
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inTexCoords;
-uniform mat4 model;
-uniform mat4 view;
-uniform mat4 projection;
-uniform mat4 lightSpaceMatrix;
+// uniform mat4 model;
+// uniform mat4 view;
+// uniform mat4 projection;
+// uniform mat4 lightSpaceMatrix;
// Output
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
- vec4 FragPosLightSpace;
+ // vec4 FragPosLightSpace;
vec4 Color;
} vs_out;
void main() {
- vs_out.FragPos = vec3(model * vec4(inPos, 1.0));
+ vs_out.FragPos = vec3(ubo.model * vec4(inPos, 1.0));
vs_out.Normal = inNormal;
vs_out.TexCoords = inTexCoords;
- vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
+ // vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0);
vs_out.Color = vec4(1.0);
- gl_Position = projection * view * model * vec4(inPos, 1.0);
+ gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos, 1.0);
} \ No newline at end of file
diff --git a/assets/shaders/cube.vert b/assets/shaders/cube.vert
index dc625ec..fa9f85b 100644
--- a/assets/shaders/cube.vert
+++ b/assets/shaders/cube.vert
@@ -4,8 +4,7 @@ layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
-}
-ubo;
+} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;