From ca2835943ca4327ad08b54af480e0c6333df201f Mon Sep 17 00:00:00 2001 From: talha Date: Mon, 22 Apr 2024 03:38:29 +0500 Subject: 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 --- .../shaders/instanced_model.vs.glsl | 29 ++++++++++++++++++++++ 1 file changed, 29 insertions(+) create mode 100644 source/lessons/instanced_rendering/planetary models/shaders/instanced_model.vs.glsl (limited to 'source/lessons/instanced_rendering/planetary models/shaders/instanced_model.vs.glsl') diff --git a/source/lessons/instanced_rendering/planetary models/shaders/instanced_model.vs.glsl b/source/lessons/instanced_rendering/planetary models/shaders/instanced_model.vs.glsl new file mode 100644 index 0000000..2456a3c --- /dev/null +++ b/source/lessons/instanced_rendering/planetary models/shaders/instanced_model.vs.glsl @@ -0,0 +1,29 @@ +#version 330 core +layout(location=0) in vec3 aPos; +layout(location=1) in vec3 aNormal; +layout(location=2) in vec2 aTex; +layout(location=3) in mat4 aTransform; + +// uniform mat4 Model; +layout (std140) uniform Matrices { + mat4 View; // start: 0 // end: 16 * 4 = 64 + mat4 Projection; // start: 64 // end: 64 + 64 = 128 +}; + +uniform mat4 Model; + +out vec2 TexCoords; +out vec3 VertexWorldPos; +out vec3 FragNormal; + +// @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*aTransform*vec4(aPos, 1.0); + + VertexWorldPos = vec3(aTransform * vec4(aPos, 1.0)); + FragNormal = mat3(transpose(inverse(aTransform))) * aNormal; + FragNormal = normalize(FragNormal); + TexCoords = aTex; +}; -- cgit v1.2.3