Add shading for shapes and the floor

This commit is contained in:
2023-03-15 18:24:09 +00:00
parent 21f87b96d8
commit 989140d46e
16 changed files with 158 additions and 69 deletions
+2
View File
@@ -1,6 +1,7 @@
#version 450 core
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
layout (location=2) out vec4 fNorm;
in vec2 tPos;
in vec4 gPos;
in vec4 gColor;
@@ -9,4 +10,5 @@ void main()
{
fCol = gColor * texture(tex,tPos);
fPos = gPos;
fNorm = gPos + vec4(1,0,0,0);
}
+4 -8
View File
@@ -15,13 +15,9 @@ void main()
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 p3 = vec4 (p1.xy,100,1);
vec4 p4 = vec4 (p2.xy,100,1);
vec4 a1 = theMat * p1;
vec4 a2 = theMat * p2;
vec4 a3 = theMat * p3;
vec4 a4 = theMat * p4;
gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();
gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = a2; EmitVertex();
gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = a4; EmitVertex();
gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = vec4(theMat * p1); EmitVertex();
gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3); EmitVertex();
gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2); EmitVertex();
gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4); EmitVertex();
EndPrimitive();
}