Updated shader code to v330

This commit is contained in:
2018-04-04 09:39:42 +02:00
parent 0b0db2b706
commit cc997bc3f0

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@@ -4,15 +4,16 @@
Shader::Shader() { Shader::Shader() {
addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, R"( addCacheableShaderFromSourceCode(QOpenGLShader::Vertex, R"(
attribute highp vec3 a_vertex; #version 330
attribute highp vec3 a_normal; in highp vec3 a_vertex;
attribute lowp vec4 a_color; in highp vec3 a_normal;
in lowp vec4 a_color;
uniform highp mat4 M; uniform highp mat4 M;
uniform highp mat4 V; uniform highp mat4 V;
uniform highp mat4 P; uniform highp mat4 P;
varying highp vec3 v_normal; out highp vec3 v_normal;
varying lowp vec4 v_color; out lowp vec4 v_color;
varying lowp vec4 v_vertex; out lowp vec4 v_vertex;
void main() { void main() {
gl_Position = P * V * M * vec4(a_vertex, 1.0); gl_Position = P * V * M * vec4(a_vertex, 1.0);
v_normal = (V * M * vec4(a_normal, 0.0)).xyz; v_normal = (V * M * vec4(a_normal, 0.0)).xyz;
@@ -22,20 +23,23 @@ Shader::Shader() {
)"); )");
addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, R"( addCacheableShaderFromSourceCode(QOpenGLShader::Fragment, R"(
#version 330
uniform vec4 color; uniform vec4 color;
uniform bool useNormal; uniform bool useNormal;
uniform bool useVertexColor; uniform bool useVertexColor;
varying highp vec3 v_normal; in highp vec3 v_normal;
varying lowp vec4 v_color; in lowp vec4 v_color;
varying lowp vec4 v_vertex; in lowp vec4 v_vertex;
layout(location=1) out vec4 fragColor;
void main() { void main() {
vec3 lightPos = vec3(0,0,0); // camera vec3 lightPos = vec3(0,0,0); // camera
//vec3 lightVec = normalize(vec3(0,0,1)); //vec3 lightVec = normalize(vec3(0,0,1));
vec3 lightVec = normalize(lightPos - v_vertex.xyz); vec3 lightVec = normalize(lightPos - v_vertex.xyz);
float intensity = useNormal ? 0.3 + 0.7 * dot( normalize(v_normal), lightVec ) : 1.0; // light at camera pos float intensity = useNormal ? 0.3 + 0.7 * dot( normalize(v_normal), lightVec ) : 1.0; // light at camera pos
vec4 col = useVertexColor ? v_color : color; vec4 col = useVertexColor ? v_color : color;
gl_FragColor.rgb = col.rgb * intensity; fragColor.rgb = col.rgb * intensity;
gl_FragColor.a = col.a; fragColor.a = col.a;
} }
)"); )");