New GenMeshCustom, UpdateMesh and lightmap example.

This commit is contained in:
jussi
2022-05-16 13:44:10 +03:00
parent b034aa01dc
commit 59ea29d8ff
11 changed files with 493 additions and 146 deletions

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec2 fragTexCoord2;
in vec3 fragPosition;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
// Output fragment color
out vec4 finalColor;
void main() {
// Texel color fetching from texture sampler
vec4 texelColor = texture( texture0, fragTexCoord );
vec4 texelColor2 = texture( texture1, fragTexCoord2 );
vec3 normal = normalize( fragNormal );
finalColor = texelColor * texelColor2;
}

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec2 vertexTexCoord2;
in vec3 vertexNormal;
// in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec2 fragTexCoord2;
// out vec4 fragColor;
out vec3 fragNormal;
void main() {
// Send vertex attributes to fragment shader
fragPosition = vec3( matModel * vec4( vertexPosition, 1.0 ) );
fragTexCoord = vertexTexCoord;
fragTexCoord2 = vertexTexCoord2;
// fragColor = vertexColor;
fragNormal = normalize( vec3( matNormal * vec4( vertexNormal, 1.0 ) ) );
// Calculate final vertex position
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}