fixed many memory leaks
added working shadows, using basic shadow mapping
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@@ -1,7 +1,7 @@
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//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
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static const char* useShadowMapInstancingVertexShader= \
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"#version 330 core\n"
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"//precision highp float;\n"
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"#version 330 \n"
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"precision highp float;\n"
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"\n"
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"\n"
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"layout (location = 0) in vec4 position;\n"
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@@ -16,6 +16,7 @@ static const char* useShadowMapInstancingVertexShader= \
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"uniform mat4 ModelViewMatrix;\n"
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"uniform mat4 ProjectionMatrix;\n"
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"uniform mat4 DepthBiasModelViewProjectionMatrix;\n"
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"uniform mat4 MVP;\n"
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"\n"
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"out vec4 ShadowCoord;\n"
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"\n"
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@@ -68,16 +69,15 @@ static const char* useShadowMapInstancingVertexShader= \
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" ambient = vec3(0.3,.3,0.3);\n"
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" \n"
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" \n"
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" vec4 local_normal = (quatRotate3( vertexnormal,q));\n"
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" vec3 light_pos = vec3(-0.3,0.1,0.1);\n"
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" normal = local_normal.xyz;//normalize(ModelViewMatrix * local_normal).xyz;\n"
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" vec4 worldNormal = (quatRotate3( vertexnormal,q));\n"
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" vec3 light_pos = vec3(-5.f,100,-40);\n"
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" normal = normalize(worldNormal).xyz;\n"
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"\n"
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" lightDir = normalize(light_pos);//gl_LightSource[0].position.xyz));\n"
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"// lightDir = normalize(vec3(gl_LightSource[0].position));\n"
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" \n"
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" vec4 axis = vec4(1,1,1,0);\n"
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" vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);\n"
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" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix * vec4((instance_position+localcoord).xyz,1);\n"
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" vec4 vertexPos = MVP* vec4((instance_position+localcoord).xyz,1);\n"
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"\n"
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" gl_Position = vertexPos;\n"
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" ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);\n"
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