Indented properly

This commit is contained in:
Efi Fogel 2024-03-12 14:32:40 +02:00
parent 50a2ae0a42
commit 4be9a3c9b3
7 changed files with 41 additions and 58 deletions

View File

@ -4,15 +4,11 @@
uniform vec4 u_color;
uniform vec4 u_plane;
in vec3 v_pos;
out vec4 out_color;
void main() {
if (dot(u_plane, vec4(v_pos, 1)) < 0) discard;
void main()
{
if( dot(u_plane, vec4(v_pos, 1)) < 0 )
discard;
out_color = u_color;
}
out_color = u_color;
}

View File

@ -3,13 +3,11 @@
layout (location = 0) in vec3 a_pos;
uniform mat4 u_mvp;
uniform mat4 u_mvp;
out vec3 v_pos;
void main()
{
v_pos = a_pos;
gl_Position = u_mvp * vec4(a_pos.xyz, 1);
}
void main() {
v_pos = a_pos;
gl_Position = u_mvp * vec4(a_pos.xyz, 1);
}

View File

@ -7,18 +7,17 @@ out vec4 vCol;
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
void main()
{
const vec3 lightDir = normalize(vec3(1,.5,.5));
void main() {
const vec3 lightDir = normalize(vec3(1,.5,.5));
// compute the normal for the current triangle
vec3 triNormal = normalize(cross(vpos[1]-vpos[0], vpos[2]-vpos[0]));
//float c = clamp(dot(lightDir,triNormal), 0, 1);
float c = abs(dot(lightDir,triNormal));
vCol = vec4(.2, .2,0,1) + vec4(c,c,0,1);
// compute the normal for the current triangle
vec3 triNormal = normalize(cross(vpos[1]-vpos[0], vpos[2]-vpos[0]));
//float c = clamp(dot(lightDir,triNormal), 0, 1);
float c = abs(dot(lightDir,triNormal));
vCol = vec4(.2, .2,0,1) + vec4(c,c,0,1);
gl_Position = gl_in[0].gl_Position; EmitVertex();
gl_Position = gl_in[1].gl_Position; EmitVertex();
gl_Position = gl_in[2].gl_Position; EmitVertex();
EndPrimitive();
}
gl_Position = gl_in[0].gl_Position; EmitVertex();
gl_Position = gl_in[1].gl_Position; EmitVertex();
gl_Position = gl_in[2].gl_Position; EmitVertex();
EndPrimitive();
}

View File

@ -6,8 +6,4 @@ uniform vec4 u_plane;
in vec3 v_color;
out vec4 out_color;
void main()
{
out_color = vec4(v_color, 1);
}
void main() {out_color = vec4(v_color, 1); }

View File

@ -4,13 +4,11 @@
layout (location = 0) in vec3 a_pos;
layout (location = 1) in vec3 a_color;
uniform mat4 u_mvp;
uniform mat4 u_mvp;
out vec3 v_color;
void main()
{
v_color = a_color;
gl_Position = u_mvp * vec4(a_pos.xyz, 1);
}
void main() {
v_color = a_color;
gl_Position = u_mvp * vec4(a_pos.xyz, 1);
}

View File

@ -9,19 +9,16 @@ in vec3 v_normal;
out vec4 out_color;
void main() {
if (dot(u_plane, vec4(v_pos, 1)) < 0) discard;
void main()
{
if( dot(u_plane, vec4(v_pos, 1)) < 0 )
discard;
const vec3 lightDir = normalize(vec3(0,0,-1));
const vec3 lightDir = normalize(vec3(0,0,-1));
//float c = clamp(dot(lightDir,triNormal), 0, 1);
vec3 n = normalize(v_normal);
float c = abs(dot(lightDir, n) );
out_color = u_color * (vec4(.2, .2,.2,1) + 0.8 * vec4(c,c,c,1));
//float c = clamp(dot(lightDir,triNormal), 0, 1);
vec3 n = normalize(v_normal);
float c = abs( dot(lightDir, n) );
out_color = u_color * (vec4(.2, .2,.2,1) + 0.8*vec4(c,c,c,1));
//color = vec4(1,1,0,1);
//color = vec4(1,1,0,1);
//color = vCol;
}
}

View File

@ -9,12 +9,11 @@ out vec3 v_pos;
out vec3 v_normal;
uniform mat4 u_mvp;
uniform mat3 u_normal_matrix;
uniform mat3 u_normal_matrix;
void main()
{
v_pos = a_pos;
void main() {
v_pos = a_pos;
v_normal = u_normal_matrix * a_normal;
gl_Position = u_mvp * vec4(a_pos.xyz, 1);
gl_Position = u_mvp * vec4(a_pos.xyz, 1);
//gl_Position = vec4(pos.xyz, 1);
}
}