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:
37
btgui/OpenGLWindow/Shaders/pointSpritePS.glsl
Normal file
37
btgui/OpenGLWindow/Shaders/pointSpritePS.glsl
Normal file
@@ -0,0 +1,37 @@
|
||||
|
||||
#version 330
|
||||
precision highp float;
|
||||
|
||||
in Fragment
|
||||
{
|
||||
vec4 color;
|
||||
} fragment;
|
||||
|
||||
|
||||
in vec3 ambient;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void main_textured(void)
|
||||
{
|
||||
color = fragment.color;//texture2D(Diffuse,vert.texcoord);//fragment.color;
|
||||
}
|
||||
|
||||
void main(void)
|
||||
{
|
||||
vec3 N;
|
||||
N.xy = gl_PointCoord.st*vec2(2.0, -2.0) + vec2(-1.0, 1.0);
|
||||
float mag = dot(N.xy, N.xy);
|
||||
if (mag > 1.0) discard;
|
||||
vec4 texel = vec4(1,0,0,1);//fragment.color*texture(Diffuse,vert.texcoord);//fragment.color;
|
||||
vec3 ct;
|
||||
float at,af;
|
||||
af = 1.0;
|
||||
|
||||
ct = texel.rgb;
|
||||
at = texel.a;
|
||||
|
||||
vec3 lightDir= vec3(1,0,0);
|
||||
float diffuse = max(0.0, dot(lightDir, N));
|
||||
color = vec4(ct * diffuse, at * af);
|
||||
}
|
||||
Reference in New Issue
Block a user