move shaders to .glsl files and stringify to .h file.

add crude screenshot facility (using F1 key), it can also be used for debugging
start with shadows using shadowmap, not working yet
add experimental 'ignore' body index in raycast, using b3HitInfo.m_m_hitResult2
This commit is contained in:
erwin coumans
2013-06-28 14:10:23 -07:00
parent bb723f9fd1
commit f2cc840c31
41 changed files with 2060 additions and 645 deletions

View File

@@ -0,0 +1,40 @@
//this file is autogenerated using stringify.bat (premake --stringify) in the build folder of this project
static const char* instancingFragmentShader= \
"#version 330\n"
"precision highp float;\n"
"\n"
"in Fragment\n"
"{\n"
" vec4 color;\n"
"} fragment;\n"
"\n"
"in Vert\n"
"{\n"
" vec2 texcoord;\n"
"} vert;\n"
"\n"
"uniform sampler2D Diffuse;\n"
"in vec3 lightDir,normal,ambient;\n"
"out vec4 color;\n"
"\n"
"void main_textured(void)\n"
"{\n"
" color = vec4(0.1,0.2,0.3,0.3);\n"
"}\n"
"\n"
"void main(void)\n"
"{\n"
" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;\n"
" vec3 ct,cf;\n"
" float intensity,at,af;\n"
" intensity = max(dot(lightDir,normalize(normal)),0);\n"
" cf = intensity*vec3(1.0,1.0,1.0)+ambient;\n"
" af = 1.0;\n"
" \n"
" ct = texel.rgb;\n"
" at = texel.a;\n"
" \n"
" color = vec4(ct * cf, at * af); \n"
"}\n"
"\n"
;