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Added TriangleMesh shader for GLSL330 to Testbed.
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/* | ||
* TriangleMesh.330core.frag | ||
* | ||
* Copyright (c) 2015 Lukas Hermanns. All rights reserved. | ||
* Licensed under the terms of the BSD 3-Clause license (see LICENSE.txt). | ||
*/ | ||
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#version 330 core | ||
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#ifndef ENABLE_TEXTURING | ||
#define ENABLE_TEXTURING 0 | ||
#endif | ||
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layout(std140) uniform Scene | ||
{ | ||
mat4 wvpMatrix; | ||
mat4 wMatrix; | ||
vec4 solidColor; | ||
vec3 lightVec; | ||
}; | ||
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in vec3 vNormal; | ||
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#if ENABLE_TEXTURING | ||
in vec2 vTexCoord; | ||
#endif | ||
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out vec4 outColor; | ||
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#if ENABLE_TEXTURING | ||
uniform sampler2D colorMapSampler; | ||
#endif | ||
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void main() | ||
{ | ||
vec3 normal = normalize(vNormal); | ||
float NdotL = clamp(dot(lightVec, normal), 0.0, 1.0); | ||
float shading = mix(0.2, 1.0, NdotL); | ||
#if ENABLE_TEXTURING | ||
vec4 albedo = texture(colorMapSampler, vTexCoord); | ||
#else | ||
vec4 albedo = vec4(1); | ||
#endif | ||
outColor = solidColor * albedo * vec4(vec3(shading), 1.0); | ||
} |
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/* | ||
* TriangleMesh.330core.vert | ||
* | ||
* Copyright (c) 2015 Lukas Hermanns. All rights reserved. | ||
* Licensed under the terms of the BSD 3-Clause license (see LICENSE.txt). | ||
*/ | ||
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#version 330 core | ||
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#ifndef ENABLE_TEXTURING | ||
#define ENABLE_TEXTURING 0 | ||
#endif | ||
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layout(std140) uniform Scene | ||
{ | ||
mat4 wvpMatrix; | ||
mat4 wMatrix; | ||
vec4 solidColor; | ||
vec3 lightVec; | ||
}; | ||
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in vec3 position; | ||
in vec3 normal; | ||
in vec2 texCoord; | ||
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out vec3 vNormal; | ||
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#if ENABLE_TEXTURING | ||
out vec2 vTexCoord; | ||
#endif | ||
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void main() | ||
{ | ||
gl_Position = wvpMatrix * vec4(position, 1); | ||
vNormal = normalize(wMatrix * vec4(normal, 0)).xyz; | ||
#if ENABLE_TEXTURING | ||
vTexCoord = texCoord; | ||
#endif | ||
gl_Position.y = -gl_Position.y; //TODO: temporary fix for render target VS | ||
} | ||
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