gKit2 light
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gkit2_tutos
render_cubemap.glsl
Go to the documentation of this file.
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#version 330
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#extension GL_ARB_shader_viewport_layer_array : require
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#ifdef VERTEX_SHADER
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uniform mat4 mvpMatrix[6];
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uniform mat4 modelMatrix;
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layout(location= 0) in
vec3
position;
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layout(location= 2) in
vec3
normal;
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out
vec3
vertex_position;
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out
vec3
vertex_normal;
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void
main( )
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{
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gl_Position= mvpMatrix[gl_InstanceID] *
vec4
(position, 1);
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gl_Layer= gl_InstanceID;
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vertex_position=
vec3
(modelMatrix *
vec4
(position, 1));
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vertex_normal= mat3(modelMatrix) * normal;
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}
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#endif
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#ifdef FRAGMENT_SHADER
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out
vec4
fragment_color;
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in
vec3
vertex_position;
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in
vec3
vertex_normal;
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void
main( )
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{
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fragment_color=
vec4
(
abs
(vertex_position / 20), 1);
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}
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#endif
abs
Color abs(const Color &color)
renvoie la valeur absolue de chaque canal.
Definition
color.cpp:71
vec3
vecteur generique, utilitaire.
Definition
vec.h:169
vec4
vecteur generique 4d, ou 3d homogene, utilitaire.
Definition
vec.h:192
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