cleaned up particlefire example
really dug into example to learn and just _leaving the example better then I found it_ but cleaning up some unused values and swizzle redudency in shaders. Tested on desktop and android
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7 changed files with 15 additions and 21 deletions
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@ -11,8 +11,8 @@ layout (binding = 2) uniform sampler2D sNormalHeightMap;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inLightVec;
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layout (location = 1) in vec3 inLightVec;
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layout (location = 2) in vec3 inLightVecB;
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layout (location = 2) in vec3 inLightVecB;
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layout (location = 5) in vec3 inLightDir;
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layout (location = 3) in vec3 inLightDir;
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layout (location = 6) in vec3 inViewVec;
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layout (location = 4) in vec3 inViewVec;
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layout (location = 0) out vec4 outFragColor;
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layout (location = 0) out vec4 outFragColor;
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@ -41,4 +41,4 @@ void main(void)
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float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
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float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
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outFragColor = vec4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
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outFragColor = vec4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
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}
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}
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@ -15,20 +15,18 @@ layout (binding = 0) uniform UBO
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mat4 model;
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mat4 model;
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mat4 normal;
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mat4 normal;
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vec4 lightPos;
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vec4 lightPos;
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vec4 cameraPos;
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} ubo;
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} ubo;
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out gl_PerVertex
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out gl_PerVertex
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{
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{
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vec4 gl_Position;
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vec4 gl_Position;
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float gl_PointSize;
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};
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};
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layout (location = 0) out vec2 outUV;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outLightVec;
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layout (location = 1) out vec3 outLightVec;
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layout (location = 2) out vec3 outLightVecB;
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layout (location = 2) out vec3 outLightVecB;
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layout (location = 5) out vec3 outLightDir;
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layout (location = 3) out vec3 outLightDir;
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layout (location = 6) out vec3 outViewVec;
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layout (location = 4) out vec3 outViewVec;
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void main(void)
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void main(void)
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{
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{
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@ -42,18 +40,18 @@ void main(void)
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tbnMatrix[1] = mat3(ubo.normal) * inBiTangent;
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tbnMatrix[1] = mat3(ubo.normal) * inBiTangent;
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tbnMatrix[2] = mat3(ubo.normal) * inNormal;
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tbnMatrix[2] = mat3(ubo.normal) * inNormal;
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outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition.xyz) * tbnMatrix;
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outLightVec.xyz = vec3(ubo.lightPos.xyz - vertexPosition) * tbnMatrix;
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vec3 lightDist = ubo.lightPos.xyz - inPos.xyz;
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vec3 lightDist = ubo.lightPos.xyz - inPos;
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outLightVecB.x = dot(inTangent.xyz, lightDist);
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outLightVecB.x = dot(inTangent, lightDist);
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outLightVecB.y = dot(inBiTangent.xyz, lightDist);
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outLightVecB.y = dot(inBiTangent, lightDist);
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outLightVecB.z = dot(inNormal, lightDist);
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outLightVecB.z = dot(inNormal, lightDist);
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outViewVec.x = dot(inTangent, inPos.xyz);
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outViewVec.x = dot(inTangent, inPos);
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outViewVec.y = dot(inBiTangent, inPos.xyz);
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outViewVec.y = dot(inBiTangent, inPos);
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outViewVec.z = dot(inNormal, inPos.xyz);
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outViewVec.z = dot(inNormal, inPos);
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outUV = inUV;
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outUV = inUV;
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gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
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gl_Position = ubo.projection * ubo.model * vec4(inPos, 1.0);
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}
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}
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@ -11,7 +11,6 @@ layout (location = 1) in float inAlpha;
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layout (location = 2) in flat int inType;
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layout (location = 2) in flat int inType;
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layout (location = 3) in float inRotation;
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layout (location = 3) in float inRotation;
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layout (location = 0) out vec4 outFragColor;
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layout (location = 0) out vec4 outFragColor;
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void main ()
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void main ()
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@ -43,4 +42,4 @@ void main ()
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}
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}
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outFragColor.rgb = color.rgb * inColor.rgb * alpha;
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outFragColor.rgb = color.rgb * inColor.rgb * alpha;
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}
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}
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@ -44,6 +44,5 @@ void main ()
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// Scale particle size depending on camera projection
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// Scale particle size depending on camera projection
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vec4 eyePos = ubo.modelview * vec4(inPos.xyz, 1.0);
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vec4 eyePos = ubo.modelview * vec4(inPos.xyz, 1.0);
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vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w);
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vec4 projectedCorner = ubo.projection * vec4(0.5 * spriteSize, 0.5 * spriteSize, eyePos.z, eyePos.w);
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gl_PointSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w;
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gl_PointSize = ubo.viewportDim.x * projectedCorner.x / projectedCorner.w;
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}
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}
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@ -106,7 +106,6 @@ public:
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glm::mat4 model;
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glm::mat4 model;
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glm::mat4 normal;
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glm::mat4 normal;
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glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
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glm::vec4 lightPos = glm::vec4(0.0f, 0.0f, 0.0f, 0.0f);
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glm::vec4 cameraPos;
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} uboEnv;
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} uboEnv;
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struct {
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struct {
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@ -709,7 +708,6 @@ public:
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uboEnv.projection = uboVS.projection;
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uboEnv.projection = uboVS.projection;
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uboEnv.model = uboVS.model;
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uboEnv.model = uboVS.model;
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uboEnv.normal = glm::inverseTranspose(uboEnv.model);
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uboEnv.normal = glm::inverseTranspose(uboEnv.model);
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uboEnv.cameraPos = glm::vec4(0.0, 0.0, zoom, 0.0);
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memcpy(uniformBuffers.environment.mapped, &uboEnv, sizeof(uboEnv));
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memcpy(uniformBuffers.environment.mapped, &uboEnv, sizeof(uboEnv));
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}
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}
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