tessellationgit status

This commit is contained in:
Stefan Dresselhaus
2014-01-21 16:18:48 +01:00
parent d37409a54e
commit 3b8d3f8f9e
5 changed files with 75 additions and 42 deletions

View File

@ -1,12 +1,23 @@
#version 330
#version 400
//color from earlier stages
smooth in vec4 fg_SmoothColor;
smooth in vec3 teNormal;
in vec4 teColor;
out vec4 fg_FragColor;
out vec4 fgColor;
uniform mat4 ViewMatrix;
void main(void)
{
//copy-shader
fg_FragColor = fg_SmoothColor;
//heliospheric lighting
vec4 light = vec4(1.0,1.0,1.0,1.0);
vec4 dark = vec4(0.0,0.0,0.0,1.0);
//direction to sun from origin
vec3 lightDir = normalize(ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz;
float costheta = dot(teNormal, lightDir);
float a = costheta * 0.5 + 0.5;
fgColor = teColor * mix(dark, light, a);
}

View File

@ -1,32 +1,18 @@
#version 330
//constant projection matrix
uniform mat4 fg_ProjectionMatrix;
uniform mat4 fg_ViewMatrix;
uniform mat3 fg_NormalMatrix;
#version 400
//vertex-data
in vec4 fg_Color;
in vec3 fg_VertexIn;
in vec3 fg_NormalIn;
in vec4 Color;
in vec3 Position;
in vec3 Normal;
//output-data for later stages
smooth out vec4 fg_SmoothColor;
out vec4 vColor;
out vec3 vPosition;
out vec3 vNormal;
void main()
{
vec3 fg_Normal = fg_NormalMatrix * fg_NormalIn; //vec3(0,1,0);
//transform vec3 into vec4, setting w to 1
vec4 fg_Vertex = vec4(fg_VertexIn, 1.0);
vec4 light = vec4(1.0,1.0,1.0,1.0);
vec4 dark = vec4(0.0,0.0,0.0,1.0);
//direction to sun from origin
vec3 lightDir = normalize(fg_ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz;
float costheta = dot(normalize(fg_Normal), lightDir);
float a = costheta * 0.5 + 0.5;
fg_SmoothColor = fg_Color * mix(dark, light, a);// + 0.001* fg_Normal.xyzx;
gl_Position = fg_ProjectionMatrix * fg_ViewMatrix * fg_Vertex;
vPosition = Position;
vNormal = Normal;
vColor = Color;
}