More coloring work of Surface to vert shader

This commit is contained in:
Grant Sanderson 2023-01-13 21:04:36 -08:00
parent 28d5baeeff
commit 1c1325ff8d
2 changed files with 19 additions and 22 deletions

View file

@ -1,29 +1,8 @@
#version 330
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
uniform float focal_distance;
in vec3 xyz_coords;
in vec3 v_normal;
in vec4 v_color;
out vec4 frag_color;
#INSERT finalize_color.glsl
void main() {
frag_color = finalize_color(
v_color,
xyz_coords,
normalize(v_normal),
light_source_position,
camera_position,
reflectiveness,
gloss,
shadow
);
frag_color = v_color;
}

View file

@ -2,6 +2,12 @@
#INSERT camera_uniform_declarations.glsl
uniform vec3 light_source_position;
uniform vec3 camera_position;
uniform float reflectiveness;
uniform float gloss;
uniform float shadow;
in vec3 point;
in vec3 du_point;
in vec3 dv_point;
@ -14,10 +20,22 @@ out vec4 v_color;
#INSERT position_point_into_frame.glsl
#INSERT get_gl_Position.glsl
#INSERT get_rotated_surface_unit_normal_vector.glsl
#INSERT finalize_color.glsl
void main(){
xyz_coords = position_point_into_frame(point);
v_normal = get_rotated_surface_unit_normal_vector(point, du_point, dv_point);
v_color = color;
gl_Position = get_gl_Position(xyz_coords);
v_color = finalize_color(
color,
xyz_coords,
v_normal,
light_source_position,
camera_position,
reflectiveness,
gloss,
shadow
);
}