Add wallFace shaders files

This commit is contained in:
jgk
2021-03-21 18:55:33 +01:00
parent 1527ee3069
commit a7591bb1d7
5 changed files with 73 additions and 0 deletions
+12
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@@ -0,0 +1,12 @@
#version 430 core
in vec2 tPos;
in vec4 gColor;
uniform sampler2D tex;
out vec4 fColor;
void main()
{
fColor = gColor * texture(tex,tPos);
}
+36
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@@ -0,0 +1,36 @@
#version 430 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
out vec4 gColor;
out vec2 tPos;
uniform mat4 perpMat;
// consider using isLHS to check if the wall is facing the center
float isLHS (vec2 startV, vec2 testV)
{
return sign( -startV.x * testV.y + startV.y * testV.x);
}
void main()
{
gColor = vColor[0];
vec4 p1 = vec4 (gl_in[0].gl_Position.xy,0,1);
vec4 p2 = vec4 (gl_in[0].gl_Position.zw,0,1);
vec4 p3 = vec4 (p1.xy,-0.5,1);
vec4 p4 = vec4 (p2.xy,-0.5,1);
vec4 a1 = perpMat * p1;
vec4 a2 = perpMat * p2;
vec4 a3 = perpMat * p3;
vec4 a4 = perpMat * p4;
tPos = vec2 ( 1,-1) ; gl_Position = a1; EmitVertex();
tPos = vec2 ( 1, 1) ; gl_Position = a3; EmitVertex();
tPos = vec2 (-1,-1) ; gl_Position = a2; EmitVertex();
tPos = vec2 (-1, 1) ; gl_Position = a4; EmitVertex();
EndPrimitive();
}
+11
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#version 430 core
layout (location = 0) in vec4 poss;
layout (location = 1) in vec4 color;
out vec4 vColor;
void main()
{
gl_Position = poss;
vColor = color;
}
+11
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#version 430 core
layout (location = 0) in vec4 poss;
layout (location = 1) in vec4 color;
out vec4 vColor;
void main()
{
gl_Position = poss;
vColor = color;
}
+3
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@@ -53,8 +53,11 @@ renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
(Float,Float) -> Picture -> IO (Word32,Word32)
renderPicture' pdata rot zoom trans wins wallPoints lightPoints
viewFroms pic = do
startTicks <- SDL.ticks
setCommonUniforms pdata rot zoom trans wins
renderPicture pdata rot zoom trans wins wallPoints lightPoints viewFroms pic
endTicks <- SDL.ticks
return (startTicks, endTicks - startTicks)
renderPicture :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
[(Point2,Point2)] -> [Point4] ->