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authorvictorfisac <victorfisac@gmail.com>2016-05-21 18:16:39 +0200
committervictorfisac <victorfisac@gmail.com>2016-05-21 18:16:39 +0200
commitc320a21f2b0e96f7605624e84048ccab9700b516 (patch)
tree76abf548d99ea51b303302ea7e7b9bfc0773f826 /examples/resources/shaders/standard.vs
parent80eb4f3f50bb9773dd0e5d4b70c50e18df8996e5 (diff)
downloadraylib-c320a21f2b0e96f7605624e84048ccab9700b516.tar.gz
raylib-c320a21f2b0e96f7605624e84048ccab9700b516.zip
Add standard lighting (2/3)
- 3 light types added (point, directional, spot). - DrawLights() function added using line shapes. - Standard lighting example added. - Removed useless struct variables from material and light. - Fixed light attributes dynamic locations errors. - Standard vertex and fragment shaders temporally added until rewrite it as char pointers in rlgl. TODO: - Add normal and specular maps calculations in standard shader. - Add control structs to handle which attributes needs to be calculated (textures, specular...). - Adapt standard shader to version 110. - Rewrite standard shader as char pointers in rlgl.
Diffstat (limited to 'examples/resources/shaders/standard.vs')
-rw-r--r--examples/resources/shaders/standard.vs23
1 files changed, 23 insertions, 0 deletions
diff --git a/examples/resources/shaders/standard.vs b/examples/resources/shaders/standard.vs
new file mode 100644
index 00000000..fc0a5ff4
--- /dev/null
+++ b/examples/resources/shaders/standard.vs
@@ -0,0 +1,23 @@
+#version 330
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+in vec4 vertexColor;
+
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+uniform mat4 mvpMatrix;
+
+void main()
+{
+ fragPosition = vertexPosition;
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ fragNormal = vertexNormal;
+
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file