diff --git a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/arc_fs.glsl b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/arc_fs.glsl index 216de00c8d3..56040e3d629 100644 --- a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/arc_fs.glsl +++ b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/arc_fs.glsl @@ -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; -} \ No newline at end of file + out_color = u_color; +} diff --git a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/arc_vs.glsl b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/arc_vs.glsl index 01bc8fca77a..df598c87095 100644 --- a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/arc_vs.glsl +++ b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/arc_vs.glsl @@ -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); -} \ No newline at end of file +void main() { + v_pos = a_pos; + gl_Position = u_mvp * vec4(a_pos.xyz, 1); +} diff --git a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/geometry.glsl b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/geometry.glsl index 20910deda4f..97cf338e39b 100644 --- a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/geometry.glsl +++ b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/geometry.glsl @@ -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(); -} \ No newline at end of file + 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(); +} diff --git a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/per_vertex_color_fs.glsl b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/per_vertex_color_fs.glsl index 72411cfa99e..26924269055 100644 --- a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/per_vertex_color_fs.glsl +++ b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/per_vertex_color_fs.glsl @@ -6,8 +6,4 @@ uniform vec4 u_plane; in vec3 v_color; out vec4 out_color; - -void main() -{ - out_color = vec4(v_color, 1); -} \ No newline at end of file +void main() {out_color = vec4(v_color, 1); } diff --git a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/per_vertex_color_vs.glsl b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/per_vertex_color_vs.glsl index f9f54723786..9d30f9ac49b 100644 --- a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/per_vertex_color_vs.glsl +++ b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/per_vertex_color_vs.glsl @@ -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); -} \ No newline at end of file +void main() { + v_color = a_color; + gl_Position = u_mvp * vec4(a_pos.xyz, 1); +} diff --git a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/smooth_fs.glsl b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/smooth_fs.glsl index c40f006f9f7..8b03859512d 100644 --- a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/smooth_fs.glsl +++ b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/smooth_fs.glsl @@ -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; -} \ No newline at end of file +} diff --git a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/smooth_vs.glsl b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/smooth_vs.glsl index f08201a1efa..b0f0205ab19 100644 --- a/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/smooth_vs.glsl +++ b/Arrangement_on_surface_2/demo/Arrangement_on_surface_2_earth/shaders/smooth_vs.glsl @@ -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); -} \ No newline at end of file +}