diff options
Diffstat (limited to 'example')
-rw-r--r-- | example/fragmentshader.glsl | 21 | ||||
-rwxr-xr-x | example/main | bin | 49192 -> 49488 bytes | |||
-rw-r--r-- | example/main.cpp | 2 | ||||
-rw-r--r-- | example/main.o | bin | 4424 -> 4752 bytes | |||
-rw-r--r-- | example/vertexshader.glsl | 10 |
5 files changed, 30 insertions, 3 deletions
diff --git a/example/fragmentshader.glsl b/example/fragmentshader.glsl index d15860a..70c55b5 100644 --- a/example/fragmentshader.glsl +++ b/example/fragmentshader.glsl @@ -1,6 +1,25 @@ #version 130 out vec4 outpix; +uniform vec3 campos; +uniform vec3 lightpos; +//varing blends them it is transformed to world space +varying vec4 fragpos; +varying vec4 fragnormal; void main() { - outpix = vec4(1.0, 0.0, 0.0, 0.5); + vec3 lightnormal = normalize((lightpos - vec3(fragpos.x, fragpos.y, fragpos.z))); + float diffuse = dot(lightnormal, vec3(fragnormal.x, fragnormal.y, fragnormal.z)); + if (diffuse < 0.0) { + diffuse = 0.0; + } + vec3 camnormal = normalize(campos - vec3(fragpos.x, fragpos.y, fragpos.z)); + float reflect = dot(camnormal, fragnormal.xyz); + diffuse = pow(diffuse, 2.0); + reflect = pow(reflect, 2.0); + float light = .4 * reflect + .6 * diffuse; + //this should be the vertex in camera space without the w value + //outpix = gl_FragCoord; + outpix = vec4(light * 1.0,light * 1.0,light * 1.0, 1.0); + //outpix = vec4(fragpos.x ,fragpos.y ,fragpos.z, 0.5); + //outpix = vec4(fragnormal.x, fragnormal.y, fragnormal.z, 0.5); } diff --git a/example/main b/example/main Binary files differindex 5d3327b..e4895a1 100755 --- a/example/main +++ b/example/main diff --git a/example/main.cpp b/example/main.cpp index 0748ace..05777a4 100644 --- a/example/main.cpp +++ b/example/main.cpp @@ -11,6 +11,8 @@ int main (int argc, char * argv[]) { //inits program initgfx(400,600, "rotating cube"); initglgfx(); + setlight(0,10,10); + setcam(0.0,0.0,1.0, 0.0,0.0,0.0, 0.0,1.0,0.0); //main loop, this is defined in main.h and global loop = 1; while(loop) { diff --git a/example/main.o b/example/main.o Binary files differindex 5b75d16..37c8220 100644 --- a/example/main.o +++ b/example/main.o diff --git a/example/vertexshader.glsl b/example/vertexshader.glsl index 4187969..f60ec9f 100644 --- a/example/vertexshader.glsl +++ b/example/vertexshader.glsl @@ -2,9 +2,15 @@ uniform mat4 proj; uniform mat4 tran; uniform mat4 cam; +uniform mat4 rot; in vec3 position; - +in vec3 vnormal; +varying vec4 fragpos; +varying vec4 fragnormal; // if this needs to not be blended jsut have all vertexes in a poly be the same void main() { - gl_Position = proj * cam * tran * vec4(position, 1.0f); + //this is the actual position + gl_Position = proj * cam * tran * vec4(position, 1.0f);// - vec4(gl_Normal, 1.0f); + fragpos = tran * vec4(position, 1.0f); + fragnormal = (tran * vec4(vnormal, 1.0f)) - (tran * vec4(0.0, 0.0, 0.0, 1.0)); } |