This commit is contained in:
Mylloon 2023-05-08 10:23:45 +02:00
parent c4da7f3905
commit 34def9d200
Signed by: Anri
GPG key ID: A82D63DFF8D1317F
3 changed files with 30 additions and 28 deletions

View file

@ -1,22 +1,8 @@
#version 330
in vec4 mvpos;
in vec3 N;
in float il;
out vec4 fragColor;
uniform vec4 scolor;
uniform vec4 lcolor;
uniform vec4 lumpos;
void main() {
vec4 ambient = 0.15f * lcolor * scolor;
vec3 Ld = normalize(mvpos.xyz - lumpos.xyz);
float ild = clamp(dot(normalize(N), -normalize(Ld)), 0, 1);
vec4 diffus = (ild * lcolor) * scolor;
vec3 R = reflect(Ld, N);
vec3 Vue = vec3(0, 0, -1);
float ils = pow(clamp(dot(R, -Vue), 0, 1), 10);
vec4 spec = ils * lcolor;
fragColor = ambient + diffus + spec;
fragColor = il * vec4(0.35f, 0.35f, 0.43f, 1.0f);
}

View file

@ -3,15 +3,12 @@
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 normal;
uniform mat4 proj;
uniform mat4 mod;
uniform mat4 view;
out vec4 mvpos;
out vec3 N;
out float il;
uniform mat4 proj, model, view;
void main() {
N = (inverse(transpose(mod)) * vec4(normal, 0)).xyz;
mvpos = view * mod * vec4(pos, 1.0);
gl_Position = proj * mvpos;
vec3 Ld = normalize(vec3(0.0, -0.2, -1.0));
vec3 n = normalize(transpose(inverse(view * model)) * vec4(normal, 0.0)).xyz;
il = clamp(dot(n, -Ld), 0.0, 1.0);
gl_Position = proj * view * model * vec4(pos, 1.0);
}

View file

@ -1,6 +1,7 @@
#include "../includes/animations.h"
static GLuint _pId = 0;
static GLuint _planId = 0;
static void init(void);
static void draw(void);
@ -21,21 +22,39 @@ void manif(int state) {
}
static void init(void) {
_planId = gl4dgGenQuadf();
_pId =
gl4duCreateProgram("<vs>shaders/manif.vs", "<fs>shaders/manif.fs", NULL);
gl4duGenMatrix(GL_FLOAT, "proj");
gl4duGenMatrix(GL_FLOAT, "mod");
gl4duGenMatrix(GL_FLOAT, "model");
gl4duGenMatrix(GL_FLOAT, "view");
glEnable(GL_DEPTH_TEST);
}
static void draw(void) {
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClearColor(0.2f, 0.2f, 0.8f, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgram(_pId);
/* */
gl4duBindMatrix("proj");
gl4duLoadIdentityf();
GLfloat ratio = (GLfloat)_dims[0] / (GLfloat)_dims[1];
gl4duFrustumf(-1, 1, -ratio, ratio, 1, 1000);
gl4duBindMatrix("view");
gl4duLoadIdentityf();
const GLfloat distance = 2;
gl4duLookAtf(0, distance, distance, 0, 0, 0, 0, 1, 0);
gl4duBindMatrix("model");
gl4duLoadIdentityf();
gl4duRotatef(-90, 1, 0, 0);
gl4duScalef(4 * distance, 2 * distance, 1);
gl4duSendMatrices();
gl4dgDraw(_planId);
glUseProgram(0);
}