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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 | |
parent | Added missing images for the A6 worksheet (diff) | |
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-rw-r--r-- | dev/a5-artrender/shaders/artsy.frag | 24 | ||||
-rw-r--r-- | dev/a5-artrender/shaders/artsy.vert | 21 | ||||
-rw-r--r-- | dev/a5-artrender/shaders/gouraud.frag | 18 | ||||
-rw-r--r-- | dev/a5-artrender/shaders/gouraud.vert | 58 | ||||
-rw-r--r-- | dev/a5-artrender/shaders/outline.frag | 11 | ||||
-rw-r--r-- | dev/a5-artrender/shaders/outline.vert | 22 | ||||
-rw-r--r-- | dev/a5-artrender/shaders/phong.frag | 17 | ||||
-rw-r--r-- | dev/a5-artrender/shaders/phong.vert | 22 |
8 files changed, 0 insertions, 193 deletions
diff --git a/dev/a5-artrender/shaders/artsy.frag b/dev/a5-artrender/shaders/artsy.frag deleted file mode 100644 index a148eaa..0000000 --- a/dev/a5-artrender/shaders/artsy.frag +++ /dev/null @@ -1,24 +0,0 @@ -#version 330 - -// CSci-4611 Assignment 5: Art Render - -// TODO: You need to calculate per-fragment shading here using a toon shading model - -in vec3 position_in_eye_space; -in vec3 normal_in_eye_space; - -out vec4 color; - -uniform vec3 light_in_eye_space; -uniform vec4 Ia, Id, Is; - -uniform vec4 ka, kd, ks; -uniform float s; - -uniform sampler2D diffuse_ramp; -uniform sampler2D specular_ramp; - - -void main() { - color = vec4(0,0,0,1); -} diff --git a/dev/a5-artrender/shaders/artsy.vert b/dev/a5-artrender/shaders/artsy.vert deleted file mode 100644 index a3a43d0..0000000 --- a/dev/a5-artrender/shaders/artsy.vert +++ /dev/null @@ -1,21 +0,0 @@ -#version 330 - -// CSci-4611 Assignment 5: Art Render - -// You should not need to modify this vertex shader - -uniform mat4 model_view_matrix; -uniform mat4 normal_matrix; -uniform mat4 proj_matrix; - -layout(location = 0) in vec3 vertex; -layout(location = 1) in vec3 normal; - -out vec3 position_in_eye_space; -out vec3 normal_in_eye_space; - -void main() { - position_in_eye_space = (model_view_matrix * vec4(vertex,1)).xyz; - normal_in_eye_space = normalize((normal_matrix * vec4(normal,0)).xyz); - gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1); -} diff --git a/dev/a5-artrender/shaders/gouraud.frag b/dev/a5-artrender/shaders/gouraud.frag deleted file mode 100644 index 73d43c7..0000000 --- a/dev/a5-artrender/shaders/gouraud.frag +++ /dev/null @@ -1,18 +0,0 @@ -#version 330 - -// This color comes in from the output of the vertex shader stage. The current -// fragment will lie somewhere within a triangle. So, the vec4 that is passed -// in here is actually an interpolated version of the colors output by the 3 -// vertex shader programs run for the 3 vertices of the triangle. -in vec4 color; - - -// All fragment shaders are required to output a vec4 color. -out vec4 final_color; - - -void main() { - // For a Gouraud shader, there is nothing more to compute at this stage. We - // just output the input color. - final_color = vec4(0,0,0,1); -} 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); -} diff --git a/dev/a5-artrender/shaders/outline.frag b/dev/a5-artrender/shaders/outline.frag deleted file mode 100644 index 05dfed8..0000000 --- a/dev/a5-artrender/shaders/outline.frag +++ /dev/null @@ -1,11 +0,0 @@ -#version 330 - -// CSci-4611 Assignment 5: Art Render - -// You should not need to modify this fragment shader - -out vec4 color; - -void main() { - color = vec4(0,0,0,1); -} diff --git a/dev/a5-artrender/shaders/outline.vert b/dev/a5-artrender/shaders/outline.vert deleted file mode 100644 index 302cfeb..0000000 --- a/dev/a5-artrender/shaders/outline.vert +++ /dev/null @@ -1,22 +0,0 @@ -#version 330 - -// CSci-4611 Assignment 5: Art Render - -// TODO: You need to modify this vertex shader to move the edge vertex along -// the normal away from the mesh surface IF you determine that the vertex -// belongs to a silhouette edge. - - -uniform mat4 model_view_matrix; -uniform mat4 normal_matrix; -uniform mat4 proj_matrix; -uniform float thickness; - -layout(location = 0) in vec3 vertex; -layout(location = 1) in vec3 normal; -layout(location = 2) in vec3 left_normal; -layout(location = 3) in vec3 right_normal; - -void main() { - gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1); -} diff --git a/dev/a5-artrender/shaders/phong.frag b/dev/a5-artrender/shaders/phong.frag deleted file mode 100644 index 2f7c013..0000000 --- a/dev/a5-artrender/shaders/phong.frag +++ /dev/null @@ -1,17 +0,0 @@ -#version 330 - -in vec3 position_in_eye_space; -in vec3 normal_in_eye_space; - -out vec4 color; - -uniform vec3 light_in_eye_space; -uniform vec4 Ia, Id, Is; - -uniform vec4 ka, kd, ks; -uniform float s; - - -void main() { - color = vec4(0,0,0,1); -} diff --git a/dev/a5-artrender/shaders/phong.vert b/dev/a5-artrender/shaders/phong.vert deleted file mode 100644 index 310a5e7..0000000 --- a/dev/a5-artrender/shaders/phong.vert +++ /dev/null @@ -1,22 +0,0 @@ -#version 330 - -// CSci-4611 Assignment 5: Art Render - -// You should not need to modify this vertex shader - - -uniform mat4 model_view_matrix; -uniform mat4 normal_matrix; -uniform mat4 proj_matrix; - -layout(location = 0) in vec3 vertex; -layout(location = 1) in vec3 normal; - -out vec3 position_in_eye_space; -out vec3 normal_in_eye_space; - -void main() { - position_in_eye_space = (model_view_matrix * vec4(vertex,1)).xyz; - normal_in_eye_space = normalize((normal_matrix * vec4(normal,0)).xyz); - gl_Position = proj_matrix * model_view_matrix * vec4(vertex,1); -} |