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Florian 2015-12-23 18:38:34 +01:00
commit 58c64ab472
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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);
}