Added support for rendering multiple lights, standardized shaders to use snake case for variables and camel case for functions, stubbed PBR material shader include.

This commit is contained in:
2023-07-29 14:09:23 -05:00
parent 9a6e1df032
commit 5d1c195917
8 changed files with 97 additions and 62 deletions

View File

@@ -1,28 +1,28 @@
# version 330 core
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inNormal;
layout(location = 3) in vec3 inUV;
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_color;
layout(location = 2) in vec3 in_normal;
layout(location = 3) in vec3 in_uv;
uniform mat4 projection, view, model;
uniform int hasTexture;
uniform vec3 cameraPos;
uniform int has_texture;
uniform vec3 camera_pos;
out vec3 outPosition, outColor, outNormal, outUV;
out vec3 outFragPos, outViewPos, outCameraPos;
flat out int outHasTexture;
out vec3 out_position, out_color, out_normal, out_uv;
out vec3 out_frag_pos, out_view_pos, out_camera_pos;
flat out int out_has_texture;
void main() {
// projection * view * model * position
outPosition = inPosition;
outColor = inColor;
outNormal= normalize(transpose(inverse(mat3(model))) * inNormal);
outUV = inUV;
outHasTexture = hasTexture;
outCameraPos = cameraPos;
out_position = in_position;
out_color = in_color;
out_normal= normalize(transpose(inverse(mat3(model))) * in_normal);
out_uv = in_uv;
out_has_texture = has_texture;
out_camera_pos = camera_pos;
outFragPos = vec3(model * vec4(inPosition, 1.0));
out_frag_pos = vec3(model * vec4(in_position, 1.0));
gl_Position = projection * view * model * vec4(inPosition, 1.0);
gl_Position = projection * view * model * vec4(in_position, 1.0);
}