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Changed the OpenGL part and the GLSL shaders to use UBO and
[demo]
/
gl_shaders
/
morphing.v.glsl
diff --git
a/gl_shaders/morphing.v.glsl
b/gl_shaders/morphing.v.glsl
index
d84336f
..
80b7e39
100644
(file)
--- a/
gl_shaders/morphing.v.glsl
+++ b/
gl_shaders/morphing.v.glsl
@@
-1,25
+1,30
@@
#version 450
#version 450
-uniform mat4 mview;
-uniform mat4 mmviewproj;
-uniform mat4 mmod;
+#define MATRIX_UNIFORMS 0
+#define MORPHING_UNIFORMS 3
-uniform float t;
-const float half_height = 0.855;
-
-varying vec3 pos;
-// varying vec3 normal;
-// varying vec3 ldir;
-varying vec2 tex_coord;
-varying vec3 world_normal;
+layout(std140, binding = MATRIX_UNIFORMS) uniform vu {
+ mat4 mview;
+ uniform mat4 mmviewproj;
+ uniform mat4 mmod;
+} m;
-// const vec3 lpos = vec3(0.0, 100.0, -10.0);
+layout(std140, binding = MORPHING_UNIFORMS) uniform mvu {
+ float t;
+} time;
/* attributes */
layout(location = 1) in vec3 attr_pos;
layout(location = 2) in vec3 attr_normal;
layout(location = 3) in vec2 attr_tex;
/* attributes */
layout(location = 1) in vec3 attr_pos;
layout(location = 2) in vec3 attr_normal;
layout(location = 3) in vec2 attr_tex;
+/* varyings */
+layout(location = 4) out vec3 pos;
+layout(location = 5) out vec2 tex_coord;
+layout(location = 6) out vec3 world_normal;
+
+const float half_height = 0.855;
+
void main()
{
vec3 sph_pos = normalize(vec3(attr_pos.x, attr_pos.y - half_height, attr_pos.z));
void main()
{
vec3 sph_pos = normalize(vec3(attr_pos.x, attr_pos.y - half_height, attr_pos.z));
@@
-27,17
+32,13
@@
void main()
vec3 sph_normal = sph_pos;
sph_pos.y += half_height;
vec3 sph_normal = sph_pos;
sph_pos.y += half_height;
- vec3 p = mix(attr_pos, sph_pos, t);
- vec3 n = mix(attr_normal, sph_normal, t);
-
- gl_Position = mmviewproj * vec4(p, 1.0);
+ vec3 p = mix(attr_pos, sph_pos, time.t);
+ vec3 n = mix(attr_normal, sph_normal, time.t);
- pos = (mview * vec4(p, 1.0)).xyz;
- // ldir = (mview * vec4(lpos, 1.0)).xyz;
+ gl_Position = m.mmviewproj * vec4(p, 1.0);
- // mat3 normal_matrix = mat3(mview);
- // normal = normal_matrix * n;
+ pos = (m.mview * vec4(p, 1.0)).xyz;
tex_coord = attr_tex;
tex_coord = attr_tex;
- world_normal = (mmod * vec4(attr_normal, 1.0)).xyz;
-}
\ No newline at end of file
+ world_normal = (m.mmod * vec4(attr_normal, 1.0)).xyz;
+}