diff options
Diffstat (limited to 'assets/shaders')
-rw-r--r-- | assets/shaders/blinn_phong.frag | 4 | ||||
-rw-r--r-- | assets/shaders/blinn_phong.vert | 2 | ||||
-rw-r--r-- | assets/shaders/object.frag | 14 | ||||
-rw-r--r-- | assets/shaders/object.vert | 11 | ||||
-rw-r--r-- | assets/shaders/skinned.vert | 59 |
5 files changed, 81 insertions, 9 deletions
diff --git a/assets/shaders/blinn_phong.frag b/assets/shaders/blinn_phong.frag index 095b19a..a0ba905 100644 --- a/assets/shaders/blinn_phong.frag +++ b/assets/shaders/blinn_phong.frag @@ -33,6 +33,7 @@ in VS_OUT { vec3 Normal; vec2 TexCoords; vec4 FragPosLightSpace; + vec4 Color; } fs_in; // --- Uniforms @@ -55,7 +56,8 @@ void main() { result += CalcPointLight(pointLights[i], norm, fs_in.FragPos, viewDir); } - FragColor = vec4(result, 1.0); +// FragColor = vec4(result, 1.0); + FragColor = fs_in.Color + 0.5; } vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir) diff --git a/assets/shaders/blinn_phong.vert b/assets/shaders/blinn_phong.vert index 6028178..06dc5e7 100644 --- a/assets/shaders/blinn_phong.vert +++ b/assets/shaders/blinn_phong.vert @@ -15,6 +15,7 @@ out VS_OUT { vec3 Normal; vec2 TexCoords; vec4 FragPosLightSpace; + vec4 Color; } vs_out; void main() { @@ -22,5 +23,6 @@ void main() { vs_out.Normal = inNormal; vs_out.TexCoords = inTexCoords; 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); }
\ No newline at end of file diff --git a/assets/shaders/object.frag b/assets/shaders/object.frag index 11b33e1..fa50fcf 100644 --- a/assets/shaders/object.frag +++ b/assets/shaders/object.frag @@ -1,9 +1,15 @@ #version 450 #extension GL_ARB_separate_shader_objects : enable -layout(location = 0) in vec3 in_normal; -layout(location = 1) in vec3 in_position; +layout(location = 0) in vec3 in_position; +layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec2 in_tex_coord; -layout(location = 0) out vec4 out_colour; +layout(set = 0, binding = 1) uniform sampler2D texSampler; -void main() { out_colour = vec4(in_normal, 1.0); }
\ No newline at end of file +layout(location = 0) out vec4 out_color; + +void main() { + // out_color = vec4(1.0); + out_color = texture(texSampler, in_tex_coord); +}
\ No newline at end of file diff --git a/assets/shaders/object.vert b/assets/shaders/object.vert index a7237bb..23c0ffb 100644 --- a/assets/shaders/object.vert +++ b/assets/shaders/object.vert @@ -3,9 +3,11 @@ layout(location = 0) in vec3 in_position; layout(location = 1) in vec3 in_normal; +layout(location = 2) in vec2 in_tex_coord; -layout(location = 0) out vec3 out_normal; -layout(location = 1) out vec3 out_position; +layout(location = 0) out vec3 out_position; +layout(location = 1) out vec3 out_normal; +layout(location = 2) out vec2 out_tex_coord; layout(set = 0, binding = 0) uniform global_object_uniform { mat4 projection; @@ -19,8 +21,9 @@ layout(push_constant) uniform push_constants { u_push_constants; void main() { - out_position = in_position; gl_Position = global_ubo.projection * global_ubo.view * u_push_constants.model * vec4(in_position.x, in_position.y, in_position.z, 1.0); - out_normal = in_normal; // forward normal vectors + out_position = in_position; + out_normal = in_normal; + out_tex_coord = in_tex_coord; }
\ No newline at end of file diff --git a/assets/shaders/skinned.vert b/assets/shaders/skinned.vert new file mode 100644 index 0000000..cb2ca85 --- /dev/null +++ b/assets/shaders/skinned.vert @@ -0,0 +1,59 @@ +#version 410 core +// Inputs +layout (location = 0) in vec3 inPos; +layout (location = 1) in vec3 inNormal; +layout (location = 2) in vec2 inTexCoords; +layout (location = 3) in ivec4 inBoneIndices; +layout (location = 4) in vec4 inWeights; + +uniform mat4 model; +uniform mat4 view; +uniform mat4 projection; +uniform mat4 lightSpaceMatrix; + +const int MAX_BONES = 100; +const int MAX_BONE_INFLUENCES = 4; +uniform mat4 boneMatrices[MAX_BONES]; // TODO! + +// Output +out VS_OUT { + vec3 FragPos; + vec3 Normal; + vec2 TexCoords; + vec4 FragPosLightSpace; + vec4 Color; +} vs_out; + +void main() { + // vec4 totalPosition = vec4(0.0f); + // for(int i = 0 ; i < MAX_BONE_INFLUENCES ; i++) { + // if(inBoneIndices[i] == 0) + // continue; + // if(inBoneIndices[i] >=MAX_BONES) + // { + // totalPosition = vec4(inPos,1.0f); + // break; + // } + // vec4 localPosition = finalBoneMatrices[inBoneIndices[i]] * vec4(inPos,1.0f); + // totalPosition += localPosition * inWeights[i]; + // vec3 localNormal = mat3(finalBoneMatrices[inBoneIndices[i]]) * inNormal; + // vs_out.Normal = localNormal; + // } + + + mat4 skinMatrix = // mat4(1.0) + // boneMatrices[int(inBoneIndices.z)]; // should just be the identtiy + inWeights.x * boneMatrices[int(inBoneIndices.x)] + + inWeights.y * boneMatrices[int(inBoneIndices.y)] + + inWeights.z * boneMatrices[int(inBoneIndices.z)] + + inWeights.w * boneMatrices[int(inBoneIndices.w)]; + + vec4 totalPosition = skinMatrix * vec4(inPos, 1.0); + + vs_out.FragPos = vec3(model * totalPosition); + // vs_out.Normal = inNormal; + vs_out.TexCoords = inTexCoords; + vs_out.FragPosLightSpace = lightSpaceMatrix * vec4(vs_out.FragPos, 1.0); + vs_out.Color = inWeights; + gl_Position = projection * view * model * totalPosition; +}
\ No newline at end of file |