From e1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1 Mon Sep 17 00:00:00 2001 From: jussi Date: Fri, 9 Dec 2022 16:02:28 +0200 Subject: Draw Mesh Instanced Example. --- .../shaders/glsl330/lighting_instancing.vs | 36 ++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 examples/resources/shaders/glsl330/lighting_instancing.vs (limited to 'examples/resources/shaders/glsl330/lighting_instancing.vs') 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); +} -- cgit v1.2.3