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| author | jussi | 2022-12-09 16:02:28 +0200 |
|---|---|---|
| committer | jussi | 2022-12-09 16:02:28 +0200 |
| commit | e1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1 (patch) | |
| tree | e6fc38ef9c149de6cd58aa43a28e1c67d0cb7317 /examples/resources/shaders/glsl330/lighting_instancing.vs | |
| parent | 973d902a16b35258629d2a0b228ad9c3f49b6198 (diff) | |
| download | reilua-enhanced-e1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1.tar.gz reilua-enhanced-e1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1.tar.bz2 reilua-enhanced-e1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1.zip | |
Draw Mesh Instanced Example.
Diffstat (limited to 'examples/resources/shaders/glsl330/lighting_instancing.vs')
| -rw-r--r-- | examples/resources/shaders/glsl330/lighting_instancing.vs | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/examples/resources/shaders/glsl330/lighting_instancing.vs b/examples/resources/shaders/glsl330/lighting_instancing.vs new file mode 100644 index 0000000..6775a2e --- /dev/null +++ b/examples/resources/shaders/glsl330/lighting_instancing.vs @@ -0,0 +1,36 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +//in vec4 vertexColor; // Not required + +in mat4 instanceTransform; + +// Input uniform values +uniform mat4 mvp; +uniform mat4 matNormal; + +// Output vertex attributes (to fragment shader) +out vec3 fragPosition; +out vec2 fragTexCoord; +out vec4 fragColor; +out vec3 fragNormal; + +// NOTE: Add here your custom variables + +void main() +{ + // Compute MVP for current instance + mat4 mvpi = mvp*instanceTransform; + + // Send vertex attributes to fragment shader + fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0)); + fragTexCoord = vertexTexCoord; + //fragColor = vertexColor; + fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); + + // Calculate final vertex position + gl_Position = mvpi*vec4(vertexPosition, 1.0); +} |
