Remove useless resources
This commit is contained in:
parent
1c1e521b92
commit
fb70d20fbe
9 changed files with 0 additions and 136 deletions
BIN
res/cube.zip
BIN
res/cube.zip
Binary file not shown.
|
@ -1,8 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location=0) in vec3 v_color;
|
||||
layout(location=0) out vec4 f_color;
|
||||
|
||||
void main() {
|
||||
f_color = vec4(v_color, 1.0);
|
||||
}
|
Binary file not shown.
|
@ -1,27 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location=0) in vec3 a_position;
|
||||
|
||||
layout(location=0) out vec3 v_color;
|
||||
|
||||
layout(set=0, binding=0)
|
||||
uniform Camera {
|
||||
vec3 u_view_position;
|
||||
mat4 u_view_proj;
|
||||
};
|
||||
|
||||
layout(set=1, binding=0)
|
||||
uniform Light {
|
||||
vec3 u_position;
|
||||
vec3 u_color;
|
||||
};
|
||||
|
||||
// Let's keep our light smaller than our other objects
|
||||
float scale = 0.25;
|
||||
|
||||
void main() {
|
||||
vec3 v_position = a_position * scale + u_position;
|
||||
gl_Position = u_view_proj * vec4(v_position, 1);
|
||||
|
||||
v_color = u_color;
|
||||
}
|
Binary file not shown.
|
@ -1,40 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location=0) in vec2 v_tex_coords;
|
||||
layout(location=1) in vec3 v_position; // UPDATED!
|
||||
layout(location=2) in vec3 v_light_position; // NEW!
|
||||
layout(location=3) in vec3 v_view_position; // NEW!
|
||||
|
||||
layout(location=0) out vec4 f_color;
|
||||
|
||||
layout(set = 0, binding = 0) uniform texture2D t_diffuse;
|
||||
layout(set = 0, binding = 1) uniform sampler s_diffuse;
|
||||
layout(set = 0, binding = 2) uniform texture2D t_normal;
|
||||
layout(set = 0, binding = 3) uniform sampler s_normal;
|
||||
|
||||
layout(set = 2, binding = 0) uniform Light {
|
||||
vec3 light_position;
|
||||
vec3 light_color;
|
||||
};
|
||||
|
||||
void main() {
|
||||
vec4 object_color = texture(sampler2D(t_diffuse, s_diffuse), v_tex_coords);
|
||||
vec4 object_normal = texture(sampler2D(t_normal, s_normal), v_tex_coords);
|
||||
|
||||
float ambient_strength = 0.1;
|
||||
vec3 ambient_color = light_color * ambient_strength;
|
||||
|
||||
vec3 normal = normalize(object_normal.rgb * 2.0 - 1.0); // UPDATED!
|
||||
vec3 light_dir = normalize(v_light_position - v_position); // UPDATED!
|
||||
|
||||
float diffuse_strength = max(dot(normal, light_dir), 0.0);
|
||||
vec3 diffuse_color = light_color * diffuse_strength;
|
||||
|
||||
vec3 view_dir = normalize(v_view_position - v_position); // UPDATED!
|
||||
vec3 half_dir = normalize(view_dir + light_dir);
|
||||
float specular_strength = pow(max(dot(normal, half_dir), 0.0), 32);
|
||||
vec3 specular_color = specular_strength * light_color;
|
||||
|
||||
vec3 result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
|
||||
f_color = vec4(result, object_color.a);
|
||||
}
|
Binary file not shown.
|
@ -1,61 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location=0) in vec3 a_position;
|
||||
layout(location=1) in vec2 a_tex_coords;
|
||||
layout(location=2) in vec3 a_normal;
|
||||
layout(location=3) in vec3 a_tangent;
|
||||
layout(location=4) in vec3 a_bitangent;
|
||||
|
||||
layout(location=0) out vec2 v_tex_coords;
|
||||
layout(location=1) out vec3 v_position; // UPDATED!
|
||||
layout(location=2) out vec3 v_light_position; // NEW!
|
||||
layout(location=3) out vec3 v_view_position; // NEW!
|
||||
|
||||
layout(set=1, binding=0)
|
||||
uniform Camera {
|
||||
vec3 u_view_position;
|
||||
mat4 u_view_proj;
|
||||
};
|
||||
|
||||
layout(location=5) in vec4 model_matrix_0;
|
||||
layout(location=6) in vec4 model_matrix_1;
|
||||
layout(location=7) in vec4 model_matrix_2;
|
||||
layout(location=8) in vec4 model_matrix_3;
|
||||
|
||||
// NEW!
|
||||
layout(set=2, binding=0) uniform Light {
|
||||
vec3 light_position;
|
||||
vec3 light_color;
|
||||
};
|
||||
|
||||
void main() {
|
||||
mat4 model_matrix = mat4(
|
||||
model_matrix_0,
|
||||
model_matrix_1,
|
||||
model_matrix_2,
|
||||
model_matrix_3
|
||||
);
|
||||
v_tex_coords = a_tex_coords;
|
||||
|
||||
mat3 normal_matrix = mat3(transpose(inverse(model_matrix)));
|
||||
vec3 normal = normalize(normal_matrix * a_normal);
|
||||
vec3 tangent = normalize(normal_matrix * a_tangent);
|
||||
vec3 bitangent = normalize(normal_matrix * a_bitangent);
|
||||
|
||||
// UDPATED!
|
||||
mat3 tangent_matrix = transpose(mat3(
|
||||
tangent,
|
||||
bitangent,
|
||||
normal
|
||||
));
|
||||
|
||||
vec4 model_space = model_matrix * vec4(a_position, 1.0);
|
||||
v_position = model_space.xyz;
|
||||
|
||||
// NEW!
|
||||
v_position = tangent_matrix * model_space.xyz;
|
||||
v_light_position = tangent_matrix * light_position;
|
||||
v_view_position = tangent_matrix * u_view_position;
|
||||
|
||||
gl_Position = u_view_proj * model_space;
|
||||
}
|
Binary file not shown.
Loading…
Reference in a new issue