add a textured sphere8.obj test with obj loader
fix shaders, so that shadowed and non-shadowed are matching fix registerGraphicsUnitSphereShape API (level of detail), support textured sphere too add support for textured cube add start for a Tutorial.cpp
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@@ -11,6 +11,7 @@ static const char* instancingVertexShader= \
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"layout (location = 6) in vec3 instance_scale;\n"
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"uniform mat4 ModelViewMatrix;\n"
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"uniform mat4 ProjectionMatrix;\n"
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"uniform vec3 lightDirIn;\n"
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"out Fragment\n"
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"{\n"
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" vec4 color;\n"
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@@ -51,16 +52,13 @@ static const char* instancingVertexShader= \
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"void main(void)\n"
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"{\n"
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" vec4 q = instance_quaternion;\n"
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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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" 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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" ambient = vec3(0.6,.6,0.6);\n"
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" \n"
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" vec4 worldNormal = (quatRotate3( vertexnormal,q));\n"
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" normal = normalize(worldNormal).xyz;\n"
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" \n"
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" lightDir = lightDirIn;\n"
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" \n"
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" vec4 localcoord = quatRotate3( position.xyz*instance_scale,q);\n"
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" vec4 vertexPos = ProjectionMatrix * ModelViewMatrix *(instance_position+localcoord);\n"
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" gl_Position = vertexPos;\n"
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