mirror of
https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-30 20:13:22 +08:00
Code re-work: advanced lighting.
This commit is contained in:
@@ -15,14 +15,14 @@ uniform bool blinn;
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void main()
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{
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vec3 color = texture(floorTexture, fs_in.TexCoords).rgb;
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// Ambient
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// ambient
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vec3 ambient = 0.05 * color;
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// Diffuse
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// diffuse
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vec3 lightDir = normalize(lightPos - fs_in.FragPos);
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vec3 normal = normalize(fs_in.Normal);
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float diff = max(dot(lightDir, normal), 0.0);
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vec3 diffuse = diff * color;
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// Specular
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// specular
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vec3 viewDir = normalize(viewPos - fs_in.FragPos);
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vec3 reflectDir = reflect(-lightDir, normal);
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float spec = 0.0;
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@@ -37,5 +37,5 @@ void main()
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spec = pow(max(dot(viewDir, reflectDir), 0.0), 8.0);
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}
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vec3 specular = vec3(0.3) * spec; // assuming bright white light color
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FragColor = vec4(ambient + diffuse + specular, 1.0f);
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FragColor = vec4(ambient + diffuse + specular, 1.0);
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}
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@@ -0,0 +1,22 @@
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#version 330 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNormal;
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layout (location = 2) in vec2 aTexCoords;
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// Declare an interface block; see 'Advanced GLSL' for what these are.
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out VS_OUT {
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vec3 FragPos;
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vec3 Normal;
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vec2 TexCoords;
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} vs_out;
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uniform mat4 projection;
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uniform mat4 view;
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void main()
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{
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vs_out.FragPos = aPos;
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vs_out.Normal = aNormal;
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vs_out.TexCoords = aTexCoords;
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gl_Position = projection * view * vec4(aPos, 1.0);
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}
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@@ -1,237 +1,276 @@
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// GLEW
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#define GLEW_STATIC
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#include <GL/glew.h>
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// GLFW
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <stb_image.h>
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// GL includes
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#include <learnopengl/shader.h>
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#include <learnopengl/camera.h>
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// GLM Mathemtics
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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// Other Libs
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#include <SOIL.h>
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#include <learnopengl/filesystem.h>
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#include <learnopengl/shader_m.h>
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#include <learnopengl/camera.h>
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#include <learnopengl/model.h>
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// Properties
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const GLuint SCR_WIDTH = 800, SCR_HEIGHT = 600;
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#include <iostream>
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// Function prototypes
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void framebuffer_size_callback(GLFWwindow* window, int width, int height);
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void mouse_callback(GLFWwindow* window, double xpos, double ypos);
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void Do_Movement();
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GLuint loadTexture(GLchar const * path);
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset);
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void processInput(GLFWwindow *window);
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unsigned int loadTexture(const char *path);
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// Camera
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// settings
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const unsigned int SCR_WIDTH = 1280;
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const unsigned int SCR_HEIGHT = 720;
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bool blinn = false;
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bool blinnKeyPressed = false;
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// camera
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Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
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float lastX = (float)SCR_WIDTH / 2.0;
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float lastY = (float)SCR_HEIGHT / 2.0;
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bool firstMouse = true;
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// Delta
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GLfloat deltaTime = 0.0f;
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GLfloat lastFrame = 0.0f;
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// timing
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float deltaTime = 0.0f;
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float lastFrame = 0.0f;
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// Options
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GLboolean blinn = false;
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// The MAIN function, from here we start our application and run our Game loop
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int main()
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{
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// Init GLFW
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// glfw: initialize and configure
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// ------------------------------
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", nullptr, nullptr); // Windowed
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// glfw window creation
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// --------------------
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GLFWwindow* window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
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glfwMakeContextCurrent(window);
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// Set the required callback functions
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glfwSetKeyCallback(window, key_callback);
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if (window == NULL)
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{
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std::cout << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return -1;
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}
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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glfwSetCursorPosCallback(window, mouse_callback);
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glfwSetScrollCallback(window, scroll_callback);
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// Options
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// tell GLFW to capture our mouse
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glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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// Initialize GLEW to setup the OpenGL Function pointers
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glewExperimental = GL_TRUE;
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glewInit();
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// glad: load all OpenGL function pointers
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// ---------------------------------------
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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std::cout << "Failed to initialize GLAD" << std::endl;
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return -1;
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}
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// Define the viewport dimensions
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glViewport(0, 0, SCR_WIDTH, SCR_HEIGHT);
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// Setup some OpenGL options
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// configure global opengl state
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// -----------------------------
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Setup and compile our shaders
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Shader shader("advanced_lighting.vs", "advanced_lighting.frag");
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// build and compile shaders
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// -------------------------
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Shader shader("1.advanced_lighting.vs", "1.advanced_lighting.fs");
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GLfloat planeVertices[] = {
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// Positions // Normals // Texture Coords
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8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f,
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-8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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-8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f,
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float planeVertices[] = {
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// positions // normals // texcoords
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10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 0.0f,
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-10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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-10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 10.0f,
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8.0f, -0.5f, 8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 0.0f,
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-8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 0.0f, 5.0f,
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8.0f, -0.5f, -8.0f, 0.0f, 1.0f, 0.0f, 5.0f, 5.0f
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10.0f, -0.5f, 10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 0.0f,
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-10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 0.0f, 10.0f,
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10.0f, -0.5f, -10.0f, 0.0f, 1.0f, 0.0f, 10.0f, 10.0f
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};
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// Setup plane VAO
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GLuint planeVAO, planeVBO;
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// plane VAO
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unsigned int planeVAO, planeVBO;
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glGenVertexArrays(1, &planeVAO);
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glGenBuffers(1, &planeVBO);
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glBindVertexArray(planeVAO);
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glBindBuffer(GL_ARRAY_BUFFER, planeVBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), &planeVertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(planeVertices), planeVertices, GL_STATIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)0);
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glEnableVertexAttribArray(1);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(3 * sizeof(float)));
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glEnableVertexAttribArray(2);
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(GLfloat), (GLvoid*)(6 * sizeof(GLfloat)));
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glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 8 * sizeof(float), (void*)(6 * sizeof(float)));
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glBindVertexArray(0);
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// Light source
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// load textures
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// -------------
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unsigned int floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
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// shader configuration
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// --------------------
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shader.use();
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shader.setInt("texture1", 0);
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// lighting info
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// -------------
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glm::vec3 lightPos(0.0f, 0.0f, 0.0f);
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// Load textures
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GLuint floorTexture = loadTexture(FileSystem::getPath("resources/textures/wood.png").c_str());
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// Game loop
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while(!glfwWindowShouldClose(window))
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// render loop
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// -----------
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while (!glfwWindowShouldClose(window))
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{
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// Set frame time
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GLfloat currentFrame = glfwGetTime();
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// per-frame time logic
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// --------------------
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float currentFrame = glfwGetTime();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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// Check and call events
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glfwPollEvents();
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Do_Movement();
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// input
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// -----
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processInput(window);
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// Clear the colorbuffer
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// render
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// ------
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glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Draw objects
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shader.Use();
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glm::mat4 view = camera.GetViewMatrix();
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// draw objects
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shader.use();
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "view"), 1, GL_FALSE, glm::value_ptr(view));
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glUniformMatrix4fv(glGetUniformLocation(shader.Program, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
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// Set light uniforms
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glUniform3fv(glGetUniformLocation(shader.Program, "lightPos"), 1, &lightPos[0]);
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glUniform3fv(glGetUniformLocation(shader.Program, "viewPos"), 1, &camera.Position[0]);
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glUniform1i(glGetUniformLocation(shader.Program, "blinn"), blinn);
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// Floor
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glm::mat4 view = camera.GetViewMatrix();
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shader.setMat4("projection", projection);
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shader.setMat4("view", view);
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// set light uniforms
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shader.setVec3("viewPos", camera.Position);
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shader.setVec3("lightPos", lightPos);
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shader.setInt("blinn", blinn);
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// floor
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glBindVertexArray(planeVAO);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, floorTexture);
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glDrawArrays(GL_TRIANGLES, 0, 6);
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glBindVertexArray(0);
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std::cout << (blinn ? "true" : "false") << std::endl;
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std::cout << (blinn ? "Blinn-Phong" : "Phong") << std::endl;
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// Swap the buffers
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &planeVAO);
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glDeleteBuffers(1, &planeVBO);
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glfwTerminate();
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return 0;
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}
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// This function loads a texture from file. Note: texture loading functions like these are usually
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// managed by a 'Resource Manager' that manages all resources (like textures, models, audio).
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// For learning purposes we'll just define it as a utility function.
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GLuint loadTexture(GLchar const * path)
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// process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
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// ---------------------------------------------------------------------------------------------------------
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void processInput(GLFWwindow *window)
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{
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// Generate texture ID and load texture data
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GLuint textureID;
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glGenTextures(1, &textureID);
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int width,height;
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unsigned char* image = SOIL_load_image(path, &width, &height, 0, SOIL_LOAD_RGB);
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// Assign texture to ID
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glBindTexture(GL_TEXTURE_2D, textureID);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, image);
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glGenerateMipmap(GL_TEXTURE_2D);
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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// Parameters
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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SOIL_free_image_data(image);
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return textureID;
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}
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bool keys[1024];
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bool keysPressed[1024];
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// Moves/alters the camera positions based on user input
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void Do_Movement()
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{
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// Camera controls
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if(keys[GLFW_KEY_W])
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float cameraSpeed = 2.5 * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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camera.ProcessKeyboard(FORWARD, deltaTime);
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if(keys[GLFW_KEY_S])
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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camera.ProcessKeyboard(BACKWARD, deltaTime);
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if(keys[GLFW_KEY_A])
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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camera.ProcessKeyboard(LEFT, deltaTime);
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if(keys[GLFW_KEY_D])
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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camera.ProcessKeyboard(RIGHT, deltaTime);
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if (keys[GLFW_KEY_B] && !keysPressed[GLFW_KEY_B])
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if (glfwGetKey(window, GLFW_KEY_B) == GLFW_PRESS && !blinnKeyPressed)
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{
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blinn = !blinn;
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keysPressed[GLFW_KEY_B] = true;
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blinnKeyPressed = true;
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}
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}
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GLfloat lastX = 400, lastY = 300;
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bool firstMouse = true;
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// Is called whenever a key is pressed/released via GLFW
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void key_callback(GLFWwindow* window, int key, int scancode, int action, int mode)
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{
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if(key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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glfwSetWindowShouldClose(window, GL_TRUE);
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if (key >= 0 && key <= 1024)
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if (glfwGetKey(window, GLFW_KEY_B) == GLFW_RELEASE)
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{
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if (action == GLFW_PRESS)
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keys[key] = true;
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else if (action == GLFW_RELEASE)
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{
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keys[key] = false;
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keysPressed[key] = false;
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}
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blinnKeyPressed = false;
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}
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}
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// glfw: whenever the window size changed (by OS or user resize) this callback function executes
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// ---------------------------------------------------------------------------------------------
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void framebuffer_size_callback(GLFWwindow* window, int width, int height)
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{
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// make sure the viewport matches the new window dimensions; note that width and
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// height will be significantly larger than specified on retina displays.
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glViewport(0, 0, width, height);
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}
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// glfw: whenever the mouse moves, this callback is called
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// -------------------------------------------------------
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void mouse_callback(GLFWwindow* window, double xpos, double ypos)
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{
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if(firstMouse)
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if (firstMouse)
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{
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lastX = xpos;
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lastY = ypos;
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firstMouse = false;
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}
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GLfloat xoffset = xpos - lastX;
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GLfloat yoffset = lastY - ypos;
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float xoffset = xpos - lastX;
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float yoffset = lastY - ypos; // reversed since y-coordinates go from bottom to top
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lastX = xpos;
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lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset);
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}
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}
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// glfw: whenever the mouse scroll wheel scrolls, this callback is called
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// ----------------------------------------------------------------------
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void scroll_callback(GLFWwindow* window, double xoffset, double yoffset)
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{
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camera.ProcessMouseScroll(yoffset);
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}
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||||
// utility function for loading a 2D texture from file
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||||
// ---------------------------------------------------
|
||||
unsigned int loadTexture(char const * path)
|
||||
{
|
||||
unsigned int textureID;
|
||||
glGenTextures(1, &textureID);
|
||||
|
||||
int width, height, nrComponents;
|
||||
unsigned char *data = stbi_load(path, &width, &height, &nrComponents, 0);
|
||||
if (data)
|
||||
{
|
||||
GLenum format;
|
||||
if (nrComponents == 1)
|
||||
format = GL_RED;
|
||||
else if (nrComponents == 3)
|
||||
format = GL_RGB;
|
||||
else if (nrComponents == 4)
|
||||
format = GL_RGBA;
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT); // for this tutorial: use GL_CLAMP_TO_EDGE to prevent semi-transparent borders. Due to interpolation it takes texels from next repeat
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, format == GL_RGBA ? GL_CLAMP_TO_EDGE : GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
stbi_image_free(data);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cout << "Texture failed to load at path: " << path << std::endl;
|
||||
stbi_image_free(data);
|
||||
}
|
||||
|
||||
return textureID;
|
||||
}
|
||||
@@ -1,22 +0,0 @@
|
||||
#version 330 core
|
||||
layout (location = 0) in vec3 position;
|
||||
layout (location = 1) in vec3 normal;
|
||||
layout (location = 2) in vec2 texCoords;
|
||||
|
||||
// Declare an interface block; see 'Advanced GLSL' for what these are.
|
||||
out VS_OUT {
|
||||
vec3 FragPos;
|
||||
vec3 Normal;
|
||||
vec2 TexCoords;
|
||||
} vs_out;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projection * view * vec4(position, 1.0f);
|
||||
vs_out.FragPos = position;
|
||||
vs_out.Normal = normal;
|
||||
vs_out.TexCoords = texCoords;
|
||||
}
|
||||
Reference in New Issue
Block a user