Revised instancing example

This commit is contained in:
saschawillems 2017-01-08 11:13:21 +01:00
parent 93bdd86917
commit 094ed4bccf
13 changed files with 289 additions and 236 deletions

View file

@ -7,28 +7,20 @@ layout (binding = 1) uniform sampler2DArray samplerArray;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inEyePos;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in vec3 inUV;
layout (location = 2) in vec3 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerArray, inUV) * vec4(inColor, 1.0);
vec3 N = normalize(inNormal);
vec3 L = normalize(vec3(1.0));
vec3 Eye = normalize(-inEyePos);
vec3 Reflected = normalize(reflect(-inLightVec, inNormal));
vec4 IAmbient = vec4(vec3(0.1), 1.0);
vec4 IDiffuse = vec4(1.0) * max(dot(inNormal, inLightVec), 0.0);
float specular = 0.75;
vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 32.0) * specular;
outFragColor = vec4((IAmbient + IDiffuse) * color + ISpecular);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 specular = (dot(N,L) > 0.0) ? pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75) * color.r : vec3(0.0);
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

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@ -4,7 +4,7 @@
#extension GL_ARB_shading_language_420pack : enable
// Vertex attributes
layout (location = 0) in vec4 inPos;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
@ -18,60 +18,67 @@ layout (location = 7) in int instanceTexIndex;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
float time;
mat4 modelview;
vec4 lightPos;
float locSpeed;
float globSpeed;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outEyePos;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out vec3 outUV;
layout (location = 2) out vec3 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outColor = inColor;
outUV = vec3(inUV, instanceTexIndex);
mat4 mx, my, mz;
mat3 mx, my, mz;
// rotate around x
float s = sin(instanceRot.x);
float c = cos(instanceRot.x);
float s = sin(instanceRot.x + ubo.locSpeed);
float c = cos(instanceRot.x + ubo.locSpeed);
mx[0] = vec4(c, s, 0.0, 0.0);
mx[1] = vec4(-s, c, 0.0, 0.0);
mx[2] = vec4(0.0, 0.0, 1.0, 0.0);
mx[3] = vec4(0.0, 0.0, 0.0, 1.0);
mx[0] = vec3(c, s, 0.0);
mx[1] = vec3(-s, c, 0.0);
mx[2] = vec3(0.0, 0.0, 1.0);
// rotate around y
s = sin(instanceRot.y + ubo.time);
c = cos(instanceRot.y + ubo.time);
s = sin(instanceRot.y + ubo.locSpeed);
c = cos(instanceRot.y + ubo.locSpeed);
my[0] = vec4(c, 0.0, s, 0.0);
my[1] = vec4(0.0, 1.0, 0.0, 0.0);
my[2] = vec4(-s, 0.0, c, 0.0);
my[3] = vec4(0.0, 0.0, 0.0, 1.0);
my[0] = vec3(c, 0.0, s);
my[1] = vec3(0.0, 1.0, 0.0);
my[2] = vec3(-s, 0.0, c);
// rot around z
s = sin(instanceRot.z);
c = cos(instanceRot.z);
s = sin(instanceRot.z + ubo.locSpeed);
c = cos(instanceRot.z + ubo.locSpeed);
mz[0] = vec4(1.0, 0.0, 0.0, 0.0);
mz[1] = vec4(0.0, c, s, 0.0);
mz[2] = vec4(0.0, -s, c, 0.0);
mz[3] = vec4(0.0, 0.0, 0.0, 1.0);
mz[0] = vec3(1.0, 0.0, 0.0);
mz[1] = vec3(0.0, c, s);
mz[2] = vec3(0.0, -s, c);
mat4 rotMat = mz * my * mx;
outNormal = inNormal * mat3(rotMat);
vec4 pos = vec4((inPos.xyz * instanceScale) + instancePos, 1.0) * rotMat;
mat3 rotMat = mz * my * mx;
outEyePos = vec3(ubo.view * pos);
mat4 gRotMat;
s = sin(instanceRot.y + ubo.globSpeed);
c = cos(instanceRot.y + ubo.globSpeed);
gRotMat[0] = vec4(c, 0.0, s, 0.0);
gRotMat[1] = vec4(0.0, 1.0, 0.0, 0.0);
gRotMat[2] = vec4(-s, 0.0, c, 0.0);
gRotMat[3] = vec4(0.0, 0.0, 0.0, 1.0);
gl_Position = ubo.projection * ubo.view * pos;
vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * ubo.view;
outLightVec = normalize(lightPos.xyz - outEyePos);
vec4 locPos = vec4(inPos.xyz * rotMat, 1.0);
vec4 pos = vec4((locPos.xyz * instanceScale) + instancePos, 1.0);
gl_Position = ubo.projection * ubo.modelview * gRotMat * pos;
outNormal = mat3(ubo.modelview * gRotMat) * inverse(rotMat) * inNormal;
pos = ubo.modelview * vec4(inPos.xyz + instancePos, 1.0);
vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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@ -0,0 +1,26 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (binding = 1) uniform sampler2D samplerColorMap;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inViewVec;
layout (location = 4) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec4 color = texture(samplerColorMap, inUV) * vec4(inColor, 1.0) * 1.5;
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 diffuse = max(dot(N, L), 0.0) * inColor;
vec3 specular = pow(max(dot(R, V), 0.0), 4.0) * vec3(0.5) * color.r;
outFragColor = vec4(diffuse * color.rgb + specular, 1.0);
}

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@ -0,0 +1,35 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
layout (location = 3) out vec3 outViewVec;
layout (location = 4) out vec3 outLightVec;
void main()
{
outColor = inColor;
outUV = inUV * vec2(10.0, 6.0);
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
vec4 pos = ubo.modelview * vec4(inPos, 1.0);
outNormal = mat3(ubo.modelview) * inNormal;
vec3 lPos = mat3(ubo.modelview) * ubo.lightPos.xyz;
outLightVec = lPos - pos.xyz;
outViewVec = -pos.xyz;
}

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