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author | KT <tran0563@umn.edu> | 2021-09-06 19:07:33 -0500 |
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committer | KT <tran0563@umn.edu> | 2021-09-06 19:07:33 -0500 |
commit | cccd3186305915d92b1751dc616979d64116a4aa (patch) | |
tree | 5dd4834daef547cd45fc0b643f44a10b581de0ad /dev/a5-artrender/shaders/gouraud.vert | |
parent | Added missing images for the A6 worksheet (diff) | |
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-rw-r--r-- | dev/a5-artrender/shaders/gouraud.vert | 58 |
1 files changed, 0 insertions, 58 deletions
diff --git a/dev/a5-artrender/shaders/gouraud.vert b/dev/a5-artrender/shaders/gouraud.vert deleted file mode 100644 index fa763cb..0000000 --- a/dev/a5-artrender/shaders/gouraud.vert +++ /dev/null @@ -1,58 +0,0 @@ -#version 330 - -// Gouraud Shader Example - -// INPUTS: - -// uniform = variables passed in from the C++ code -// model and camera matrices: -uniform mat4 model_view_matrix; -uniform mat4 normal_matrix; -uniform mat4 proj_matrix; - -// properties of the light: -uniform vec3 light_in_eye_space; -uniform vec4 Ia, Id, Is; - -// properties of the material we are lighting: -uniform vec4 ka, kd, ks; -uniform float s; - - -// these variables come from the mesh data stored in buffers in gfx card memory -layout(location = 0) in vec3 vertex; -layout(location = 1) in vec3 normal; - - -// OUTPUT TO SEND TO THE RASTERIZER FOR THIS VERTEX: - -// for Gouraud shading, the key output of the vertex shader is the color -// calculated based on lighting this vertex -out vec4 color; - - -void main() { - - // transform the vertex position into "eye space" - vec3 v; - - // unit vector from the vertex to the light - vec3 l; - - // unit vector from the vertex to the eye point, which is at 0,0,0 in "eye space" - vec3 e; - - // normal transformed into "eye space" - vec3 n; - - // halfway vector - vec3 h; - - - // calculating lighting output the color for this vertex - // ... - - - // do the standard projection of the incoming vertex - gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1); -} |