diff options
Diffstat (limited to 'examples/resources/shaders/glsl330')
| -rw-r--r-- | examples/resources/shaders/glsl330/base.fs | 25 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/base.vs | 26 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/lighting.vs | 32 |
3 files changed, 83 insertions, 0 deletions
diff --git a/examples/resources/shaders/glsl330/base.fs b/examples/resources/shaders/glsl330/base.fs new file mode 100644 index 0000000..6b50062 --- /dev/null +++ b/examples/resources/shaders/glsl330/base.fs @@ -0,0 +1,25 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables + +void main() +{ + // Texel color fetching from texture sampler + vec4 texelColor = texture(texture0, fragTexCoord); + + // NOTE: Implement here your fragment shader code + + finalColor = texelColor*colDiffuse; +} + diff --git a/examples/resources/shaders/glsl330/base.vs b/examples/resources/shaders/glsl330/base.vs new file mode 100644 index 0000000..8cc2abb --- /dev/null +++ b/examples/resources/shaders/glsl330/base.vs @@ -0,0 +1,26 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +in vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; + +// Output vertex attributes (to fragment shader) +out vec2 fragTexCoord; +out vec4 fragColor; + +// NOTE: Add here your custom variables + +void main() +{ + // Send vertex attributes to fragment shader + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + + // Calculate final vertex position + gl_Position = mvp*vec4(vertexPosition, 1.0); +}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl330/lighting.vs b/examples/resources/shaders/glsl330/lighting.vs new file mode 100644 index 0000000..f8ec45f --- /dev/null +++ b/examples/resources/shaders/glsl330/lighting.vs @@ -0,0 +1,32 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +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 vec4 fragColor; +out vec3 fragNormal; + +// NOTE: Add here your custom variables + +void main() +{ + // Send vertex attributes to fragment shader + fragPosition = vec3(matModel*vec4(vertexPosition, 1.0)); + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0))); + + // Calculate final vertex position + gl_Position = mvp*vec4(vertexPosition, 1.0); +} |
