Merge branch 'master' of git.rwth-aachen.de:carstenf/OpenGL

This commit is contained in:
Anakin 2017-01-17 17:36:35 +01:00
commit 86c0559fdc
2 changed files with 24 additions and 4 deletions

View File

@ -4,21 +4,37 @@ precision mediump int;
precision mediump float;
#endif
uniform mat3 n_matrix;
uniform sampler2D texture;
uniform struct Light {
vec3 position;
vec3 intensities;
} light;
uniform bool b_transparent;
varying vec2 v_texcoord;
varying vec3 v_position;
varying vec3 v_normal;
void main()
{
vec3 normal = normalize(n_matrix * v_normal);
vec3 surfaceToLight = light.position - v_position;
float brightness = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
brightness = clamp(brightness, 0, 1);
// Set fragment color from texture
vec4 finalColor = vec4(texture2D(texture, v_texcoord));
vec4 surfaceColor = vec4(texture2D(texture, v_texcoord));
if(!b_transparent)
{
finalColor.a = 1.0f;
surfaceColor.a = 1.0f;
}
gl_FragColor = finalColor;
gl_FragColor = vec4(brightness * light.intensities * surfaceColor.rgb, surfaceColor.a);
}

View File

@ -13,13 +13,17 @@ attribute vec2 a_texcoord;
attribute vec3 a_normal;
varying vec2 v_texcoord;
varying vec3 v_position;
varying vec3 v_normal;
void main()
{
// Calculate vertex position in screen space
gl_Position = vp_matrix * norm_matrix * m_matrix * a_position;
// Pass texture coordinate to fragment shader
// Pass data to fragment shader
// Value will be automatically interpolated to fragments inside polygon faces
v_texcoord = a_texcoord;
v_position = vec3(norm_matrix * m_matrix * a_position);
v_normal = a_normal;
}