Refactored geometry shader example, added normal map toggle, updated shaders, etc.

This commit is contained in:
saschawillems 2016-06-05 19:57:35 +02:00
parent 284465227a
commit 54801493aa
10 changed files with 119 additions and 109 deletions

View file

@ -3,23 +3,21 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec2 vTexcoord;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec3 vColor;
layout (location = 3) in vec3 vEyePos;
layout (location = 4) in vec3 vLightVec;
layout (location = 0) in vec3 inNormal;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 Eye = normalize(-vEyePos);
vec3 Reflected = normalize(reflect(-vLightVec, vNormal));
vec4 IAmbient = vec4(0.2, 0.2, 0.2, 1.0);
vec4 IDiffuse = vec4(0.5, 0.5, 0.5, 0.5) * max(dot(vNormal, vLightVec), 0.0);
float specular = 0.75;
vec4 ISpecular = vec4(0.5, 0.5, 0.5, 1.0) * pow(max(dot(Reflected, Eye), 0.0), 0.8) * specular;
outFragColor = vec4((IAmbient + IDiffuse) * vec4(vColor, 1.0) + ISpecular);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.1);
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.75);
outFragColor = vec4((ambient + diffuse) * inColor.rgb + specular, 1.0);
}