Added text overlay to cubemap sample, multiple objects, optimizations

This commit is contained in:
saschawillems 2016-06-04 11:03:17 +02:00
parent 6344a0e016
commit c68025a332
10 changed files with 212 additions and 60 deletions

View file

@ -5,18 +5,30 @@
layout (binding = 1) uniform samplerCube samplerColor;
layout (location = 0) in vec3 inEyePos;
layout (location = 1) in vec3 inEyeNormal;
layout (location = 2) in mat4 inView;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inViewVec;
layout (location = 3) in vec3 inLightVec;
layout (location = 4) in mat4 inInvModelView;
layout (location = 0) out vec4 outFragColor;
void main()
{
vec3 I = normalize (inEyePos);
vec3 R = reflect (I, normalize(inEyeNormal));
vec3 cI = normalize (inPos);
vec3 cR = reflect (cI, normalize(inNormal));
cR = vec3(inInvModelView * vec4(cR, 0.0));
vec4 color = texture(samplerColor, cR);
vec3 N = normalize(inNormal);
vec3 L = normalize(inLightVec);
vec3 V = normalize(inViewVec);
vec3 R = reflect(-L, N);
vec3 ambient = vec3(0.5) * color.rgb;
vec3 diffuse = max(dot(N, L), 0.0) * vec3(1.0);
vec3 specular = pow(max(dot(R, V), 0.0), 16.0) * vec3(0.5);
outFragColor = vec4(ambient + diffuse * color.rgb + specular, 1.0);
R = vec3(inverse (inView) * vec4(R, 0.0));
outFragColor = texture(samplerColor, R);
}

View file

@ -12,16 +12,27 @@ layout (binding = 0) uniform UBO
mat4 model;
} ubo;
layout (location = 0) out vec3 outEyePos;
layout (location = 1) out vec3 outEyeNormal;
layout (location = 2) out mat4 outView;
layout (location = 0) out vec3 outPos;
layout (location = 1) out vec3 outNormal;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
layout (location = 4) out mat4 outInvModelView;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
outEyePos = vec3(ubo.model * vec4(inPos, 1.0));
outEyeNormal = vec3(ubo.model * vec4(inNormal, 0.0));
outPos = vec3(ubo.model * vec4(inPos, 1.0));
outNormal = mat3(ubo.model) * inNormal;
outView = ubo.model;
outInvModelView = inverse(ubo.model);
vec3 lightPos = vec3(0.0f, -5.0f, 5.0f);
outLightVec = lightPos.xyz - outPos.xyz;
outViewVec = -outPos.xyz;
}

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@ -13,6 +13,11 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec3 outUVW;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUVW = inPos;

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