diff options
| author | talha <talha@talhaamir.xyz> | 2024-04-22 03:38:29 +0500 | 
|---|---|---|
| committer | talha <talha@talhaamir.xyz> | 2024-04-22 03:38:29 +0500 | 
| commit | ca2835943ca4327ad08b54af480e0c6333df201f (patch) | |
| tree | 1cac87ca6d6ceee89f91d8735f319805d4bad38e /source/lessons/instanced_rendering/planetary models/shaders/depth_test.vs.glsl | |
| parent | 9900ffe840ee0e9f914b0e7956a4e80ffb553e9e (diff) | |
Completed main levels to progress to text-rendering and 2d development.
- Only lessons left are geometry shaders and anti-aliasing
- will get to those later on soon
- need to do text rendering now
Diffstat (limited to 'source/lessons/instanced_rendering/planetary models/shaders/depth_test.vs.glsl')
| -rw-r--r-- | source/lessons/instanced_rendering/planetary models/shaders/depth_test.vs.glsl | 21 | 
1 files changed, 21 insertions, 0 deletions
| diff --git a/source/lessons/instanced_rendering/planetary models/shaders/depth_test.vs.glsl b/source/lessons/instanced_rendering/planetary models/shaders/depth_test.vs.glsl new file mode 100644 index 0000000..827da20 --- /dev/null +++ b/source/lessons/instanced_rendering/planetary models/shaders/depth_test.vs.glsl @@ -0,0 +1,21 @@ +#version 330 core +layout(location=0) in vec3 aPos; +layout(location=1) in vec2 aTex; + +uniform mat4 Model; +layout (std140) uniform Matrices { +  mat4 View;        // start:  0      // end: 16 *  4 =  64 +  mat4 Projection;  // start: 64      // end: 64 + 64 = 128 +}; + +out vec2 TexCoords; +out vec3 VertexWorldPos; + +// @note: I still do not fully understand how the FragNormal calculation works. Need to make sure I intuitively  +// get that + +void main() { +  gl_Position = Projection*View*Model*vec4(aPos, 1.0); +  VertexWorldPos = vec3(Model * vec4(aPos, 1.0)); +  TexCoords = aTex; +}; | 
