aboutsummaryrefslogtreecommitdiff
path: root/shaders
diff options
context:
space:
mode:
authorJoshua Rahm <joshua.rahm@colorado.edu>2014-04-18 01:28:35 -0600
committerJoshua Rahm <joshua.rahm@colorado.edu>2014-04-18 01:28:35 -0600
commite4754131548a55fea393d6fc9245b20fcd60c62c (patch)
tree8ad371c87c22844a4e1762ef5396c894cbd813f1 /shaders
parent915cda147b565880fecefe5f82ca242bad6114fc (diff)
downloadterralloc-e4754131548a55fea393d6fc9245b20fcd60c62c.tar.gz
terralloc-e4754131548a55fea393d6fc9245b20fcd60c62c.tar.bz2
terralloc-e4754131548a55fea393d6fc9245b20fcd60c62c.zip
starting tesselation shader
Diffstat (limited to 'shaders')
-rw-r--r--shaders/water.frag17
-rw-r--r--shaders/water.vert23
2 files changed, 22 insertions, 18 deletions
diff --git a/shaders/water.frag b/shaders/water.frag
index 9298d15..82b8163 100644
--- a/shaders/water.frag
+++ b/shaders/water.frag
@@ -36,12 +36,13 @@ vec3 calNormChange( vec3 norm, vec3 down, vec3 right ) {
}
void main() {
- vec3 down = vec3( 0, -1, 0 ) ;
- vec3 right = normalize(cross( normal, down )) ;
- down = normalize(cross( normal, right ) );
- vec3 newNorm = calNormChange( normal, down, right ) ;
-
- float coef = dot( normalize(vec3(lightPos) - vec3(position)), normalize(newNorm) ) ;
- vec4 color = texture2D(texture,texpos) ;
- frag_color = vec4(color.xyz * vec3(0.0,0.4,0.7) * coef,0.8);
+// vec3 down = vec3( 0, -1, 0 ) ;
+// vec3 right = normalize(cross( normal, down )) ;
+// down = normalize(cross( normal, right ) );
+// vec3 newNorm = calNormChange( normal, down, right ) ;
+//
+// float coef = dot( normalize(vec3(lightPos) - vec3(position)), normalize(newNorm) ) ;
+// vec4 color = texture2D(texture,texpos) ;
+// frag_color = vec4(color.xyz * vec3(0.0,0.4,0.7) * coef,0.8);
+ frag_color = vec4(0,0,1,0.8) ;
}
diff --git a/shaders/water.vert b/shaders/water.vert
index 765c1df..9913150 100644
--- a/shaders/water.vert
+++ b/shaders/water.vert
@@ -7,17 +7,20 @@ layout(location = 2) in vec4 in_color ;
layout(location = 1) in vec3 in_normal ;
layout(location = 3) in vec2 in_texcoord ;
-layout(location = 4) uniform mat4 pjMatrix ;
-layout(location = 5) uniform mat4 mvMatrix ;
-layout(location = 7) uniform mat3 normalMatrix ;
+// layout(location = 4) uniform mat4 pjMatrix ;
+// layout(location = 5) uniform mat4 mvMatrix ;
+// layout(location = 7) uniform mat3 normalMatrix ;
+//
+// out vec3 lightPos ;
+// out vec3 normal ;
+// out vec4 position ;
+// out vec2 texpos ;
-out vec3 lightPos ;
-out vec3 normal ;
-out vec4 position ;
-out vec2 texpos ;
+out vec3 controlpoint ;
void main() {
- gl_Position = pjMatrix * (position = mvMatrix * vec4( in_position, 1.0 ));
- normal = normalMatrix * vec3(0,1,0) ;
- texpos = in_position.xz / 20.0;
+ // gl_Position = pjMatrix * (position = mvMatrix * vec4( in_position, 1.0 ));
+ // normal = normalMatrix * vec3(0,1,0) ;
+ // texpos = in_position.xz / 20.0;
+ controlpoint = in_position;
}