
- New lighting engine module which contains new data types Light and Material. These data types and functions facilitates making a basic 3D iluminated program with a light and a model. - Added lighting engine module example (currently included in raylib.h; it might be compiled by separate and include lighting.h in game source C file). - Corrected some opengl defines control structures and added some TODO to fix raylib-opengl 1.1 source build (note: now source can be compiled without errors, but rlglReadPixels() won't work properly). Note: most of functions of phong version 330 shader are not in v100 shaders, so I couldn't write a version 100 phong shader. These functions are included from version 150.
28 lines
694 B
GLSL
28 lines
694 B
GLSL
#version 330
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// Vertex input data
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Projection and model data
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uniform mat4 projectionMatrix;
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uniform mat4 modelviewMatrix;
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uniform mat4 modelMatrix;
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// Attributes to fragment shader
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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void main()
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{
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// Send texture coord to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate view vector normal from model
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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fragNormal = normalize(normalMatrix * vertexNormal);
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// Calculate final vertex position
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gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
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} |