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author | Matt Strapp <matt@mattstrapp.net> | 2021-09-20 18:15:14 -0500 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2021-09-20 18:15:14 -0500 |
commit | 342403a02f8063903d0f38327430721d4d0ae331 (patch) | |
tree | 29d020a27bc16939c568dd4b29166566d1c0e658 /dev/MinGfx/src/shaders/default.vert | |
parent | Fix parenthesis (diff) | |
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do ass1submission-p1.0
Diffstat (limited to '')
-rw-r--r-- | dev/MinGfx/src/shaders/default.vert | 76 |
1 files changed, 38 insertions, 38 deletions
diff --git a/dev/MinGfx/src/shaders/default.vert b/dev/MinGfx/src/shaders/default.vert index c961992..6d4e787 100644 --- a/dev/MinGfx/src/shaders/default.vert +++ b/dev/MinGfx/src/shaders/default.vert @@ -1,39 +1,39 @@ -#version 330 - -/* - This file is part of the MinGfx Project. - - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - - Original Author(s) of this File: - Dan Keefe, 2018, University of Minnesota - - Author(s) of Significant Updates/Modifications to the File: - ... - */ - -layout(location = 0) in vec3 position; -layout(location = 1) in vec3 normal; -layout(location = 2) in vec4 color; -layout(location = 3) in vec2 texcoord; - -layout(location = 8) in mat4 instance_xform; - -uniform mat4 ModelMatrix; -uniform mat4 ViewMatrix; -uniform mat4 ProjectionMatrix; -uniform mat4 NormalMatrix; - -out vec3 N; -out vec3 v; -out vec2 uv; -out vec4 col_interp; - -void main() { - v = (ViewMatrix * ModelMatrix * vec4(position, 1)).xyz; - N = normalize((NormalMatrix * vec4(normal, 0)).xyz); - uv = texcoord.xy; - gl_Position = ProjectionMatrix * ViewMatrix * instance_xform * ModelMatrix * vec4(position, 1); - col_interp = color; +#version 330
+
+/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ Dan Keefe, 2018, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ ...
+ */
+
+layout(location = 0) in vec3 position;
+layout(location = 1) in vec3 normal;
+layout(location = 2) in vec4 color;
+layout(location = 3) in vec2 texcoord;
+
+layout(location = 8) in mat4 instance_xform;
+
+uniform mat4 ModelMatrix;
+uniform mat4 ViewMatrix;
+uniform mat4 ProjectionMatrix;
+uniform mat4 NormalMatrix;
+
+out vec3 N;
+out vec3 v;
+out vec2 uv;
+out vec4 col_interp;
+
+void main() {
+ v = (ViewMatrix * ModelMatrix * vec4(position, 1)).xyz;
+ N = normalize((NormalMatrix * vec4(normal, 0)).xyz);
+ uv = texcoord.xy;
+ gl_Position = ProjectionMatrix * ViewMatrix * instance_xform * ModelMatrix * vec4(position, 1);
+ col_interp = color;
}
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