增加LightPosition3D.vert计算顶点方向光,配合SceneTree范例

This commit is contained in:
hyzboy 2020-06-16 18:43:22 +08:00
parent 0249968785
commit 69343b3bc6
5 changed files with 61 additions and 6 deletions

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@ -1,4 +1,4 @@
#version 450 core #version 450 core
layout(binding=1) uniform WorldMatrix // hgl/math/Math.h layout(binding=1) uniform WorldMatrix // hgl/math/Math.h
{ {
@ -9,6 +9,7 @@ layout(binding=1) uniform WorldMatrix // hgl/math/Math.h
mat4 modelview; mat4 modelview;
mat4 inverse_modelview; mat4 inverse_modelview;
mat3 normal;
mat4 mvp; mat4 mvp;
mat4 inverse_mvp; mat4 inverse_mvp;

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@ -0,0 +1,51 @@
#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 1) in vec3 Normal;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
vec2 canvas_resolution;
vec2 viewport_resolution;
}world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
}pc;
layout(binding=1) uniform ColorMaterial
{
vec4 color;
vec4 amibent;
} color_material;
layout(binding=2) uniform Sun
{
vec3 direction;
}sun;
layout(location=0) out vec4 FragmentColor;
float GetSunlightIntensity()
{
return max(dot(normalize(Normal*mat3(world.mvp)),sun.direction),0.0);
}
void main()
{
FragmentColor=color_material.color*GetSunlightIntensity()+color_material.amibent;
gl_Position=vec4(Vertex,1.0)*(pc.local_to_world*world.mvp);
}

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@ -11,6 +11,7 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
mat4 modelview; mat4 modelview;
mat4 inverse_modelview; mat4 inverse_modelview;
mat3 normal;
mat4 mvp; mat4 mvp;
mat4 inverse_mvp; mat4 inverse_mvp;
@ -18,11 +19,11 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
vec4 view_pos; vec4 view_pos;
vec2 canvas_resolution; vec2 canvas_resolution;
vec2 viewport_resolution; vec2 viewport_resolution;
} world; }world;
layout(push_constant) uniform Consts { layout(push_constant) uniform Consts {
mat4 local_to_world; mat4 local_to_world;
} pc; }pc;
void main() void main()
{ {

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@ -1,4 +1,4 @@
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
{ {
mat4 ortho; mat4 ortho;
@ -7,10 +7,12 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
mat4 modelview; mat4 modelview;
mat4 inverse_modelview; mat4 inverse_modelview;
mat3 normal;
mat4 mvp; mat4 mvp;
mat4 inverse_mvp; mat4 inverse_mvp;
vec4 view_pos; vec4 view_pos;
vec2 resolution; vec2 canvas_resolution;
vec2 viewport_resolution;
} world; } world;

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@ -1,4 +1,4 @@
#version 450 core #version 450 core
layout(location = 0) in vec4 FragmentColor; layout(location = 0) in vec4 FragmentColor;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;