Refactored geometry shader example, added normal map toggle, updated shaders, etc.
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284465227a
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10 changed files with 119 additions and 109 deletions
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@ -8,6 +8,11 @@ layout (location = 1) in vec3 inNormal;
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layout (location = 0) out vec3 outNormal;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main(void)
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{
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outNormal = inNormal;
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@ -3,23 +3,21 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_420pack : enable
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layout (location = 0) in vec2 vTexcoord;
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layout (location = 1) in vec3 vNormal;
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layout (location = 2) in vec3 vColor;
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layout (location = 3) in vec3 vEyePos;
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layout (location = 4) in vec3 vLightVec;
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layout (location = 0) in vec3 inNormal;
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layout (location = 1) in vec3 inColor;
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layout (location = 2) in vec3 inViewVec;
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layout (location = 3) in vec3 inLightVec;
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layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec3 Eye = normalize(-vEyePos);
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vec3 Reflected = normalize(reflect(-vLightVec, vNormal));
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vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0);
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vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(vNormal, vLightVec), 0.0);
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float specular = 0.75;
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vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 0.8) * specular;
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outFragColor = vec4((IAmbient + IDiffuse) * vec4(vColor, 1.0) + ISpecular);
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vec3 N = normalize(inNormal);
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vec3 L = normalize(inLightVec);
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vec3 V = normalize(inViewVec);
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vec3 R = reflect(-L, N);
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vec3 ambient = vec3(0.1);
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vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
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vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
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outFragColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
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}
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@ -5,28 +5,34 @@
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inTexCoord;
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layout (location = 3) in vec3 inColor;
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layout (location = 2) in vec3 inColor;
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layout (binding = 0) uniform UBO
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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} ubo;
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layout (location = 0) out vec2 vTexcoord;
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layout (location = 1) out vec3 vNormal;
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layout (location = 2) out vec3 vColor;
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layout (location = 3) out vec3 vEyePos;
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layout (location = 4) out vec3 vLightVec;
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layout (location = 0) out vec3 outNormal;
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layout (location = 1) out vec3 outColor;
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layout (location = 2) out vec3 outViewVec;
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layout (location = 3) out vec3 outLightVec;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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vTexcoord = inTexCoord.st;
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vNormal = inNormal;
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vColor = inColor;
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outNormal = inNormal;
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outColor = inColor;
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gl_Position = ubo.projection * ubo.model * inPos;
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vEyePos = vec3(ubo.model * inPos);
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vec4 lightPos = vec4(0.0, 0.0, 0.0, 1.0) * ubo.model;
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vLightVec = normalize(lightPos.xyz - vEyePos);
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vec4 pos = ubo.model * vec4(inPos.xyz, 1.0);
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outNormal = mat3(ubo.model) * inNormal;
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vec3 lightPos = vec3(1.0f, -1.0f, 1.0f);
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outLightVec = lightPos.xyz - pos.xyz;
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outViewVec = -pos.xyz;
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}
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@ -18,7 +18,7 @@ layout (location = 0) out vec3 outColor;
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void main(void)
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{
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float normalLength = 0.015;
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float normalLength = 0.02;
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for(int i=0; i<gl_in.length(); i++)
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{
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vec3 pos = gl_in[i].gl_Position.xyz;
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