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Florian 2015-12-23 18:38:34 +01:00
commit 58c64ab472
62 changed files with 29291 additions and 0 deletions

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res/models/plane3.obj Normal file
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# Blender v2.66 (sub 1) OBJ File: ''
# www.blender.org
mtllib plane3.mtl
o Cube
v 8.045116 -0.023363 -8.045115
v 8.045116 -0.023363 8.045116
v -8.045117 -0.023363 8.045115
v -8.045114 -0.023363 -8.045119
v 8.045120 0.023363 -8.045112
v 8.045111 0.023363 8.045121
v -8.045119 0.023363 8.045114
v -8.045115 0.023363 -8.045116
vt 0.000000 0.000000
vt 1.000000 0.000000
vt 1.000000 1.000000
vt 0.000000 1.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 1.000000 0.000020 0.000000
vn -0.000000 -0.000041 1.000000
vn -1.000000 -0.000041 -0.000000
vn 0.000000 0.000071 -1.000000
usemtl Material
s off
f 1/1/1 2/2/1 3/3/1 4/4/1
f 5/1/2 8/2/2 7/3/2 6/4/2
f 1/1/3 5/2/3 6/3/3 2/4/3
f 2/1/4 6/2/4 7/3/4 3/4/4
f 3/1/5 7/2/5 8/3/5 4/4/5
f 5/1/6 1/2/6 4/3/6 8/4/6

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res/shaders/light.frag Normal file
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#version 330
void main(){
}

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res/shaders/light.vert Normal file
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#version 330

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#version 330
#include "main.frag"

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#version 330

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res/shaders/main.frag Normal file
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#version 330
in vec4 color;
in vec3 normal;
in vec2 out_coord_texture;
uniform sampler2D myTexture;
uniform vec3 light_direction;
uniform vec4 diffuse_light_color;
uniform vec4 ambient_light;
out vec4 frag_color;
void main(){
vec3 lightDir;
float lightIntensity;
// Set the default output color to the ambient light value for all pixels.
vec4 color1 = color * ambient_light;
// Invert the light direction for calculations.
lightDir = -light_direction;
// Calculate the amount of light on this pixel.
lightIntensity = clamp(dot(normal, lightDir), 0.0f, 1.0f);
if(lightIntensity > 0.0f)
{
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color1 += (diffuse_light_color * lightIntensity);
}
// Clamp the final light color.
color1 = clamp(color1, 0.0f, 1.0f);
frag_color = color1 * texture2D(myTexture,out_coord_texture);
}

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res/shaders/main.vert Normal file
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#version 330
#include "light.vert"
layout (location = 0) in vec3 in_position;
layout (location = 1) in vec4 in_color;
layout (location = 2) in vec2 in_coord_texture;
layout (location = 3) in vec3 in_normal;
uniform mat4 transform;
uniform mat4 projection;
uniform mat4 camera;
out vec4 color;
out vec3 normal;
out vec2 out_coord_texture;
void main(){
color = in_color;
out_coord_texture = in_coord_texture;
normal = mat3(transform) * in_normal;
normal = normalize(normal);
gl_Position = projection * camera * transform * vec4(in_position,1.0f);
}

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