cannot use //-style comments in shader source, doesn't work on nVidia
cards (it seems, samples size is only one nVidia and one AMD card) also removed //-style comments from C source git-svn-id: https://svn.code.sf.net/p/freeglut/code/trunk@1346 7f0cb862-5218-0410-a997-914c9d46530a
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@ -153,9 +153,9 @@ const ourGLchar *vertexShaderSource[] = {
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" */",
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"attribute vec3 fg_coord;",
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"attribute vec3 fg_normal;",
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"varying vec4 position; // position of the vertex (and fragment) in world space",
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"varying vec3 varyingNormalDirection; // surface normal vector in world space",
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"uniform mat4 m, p; // don't need v, as always identity in our demo",
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"varying vec4 position; /* position of the vertex (and fragment) in world space */",
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"varying vec3 varyingNormalDirection; /* surface normal vector in world space */",
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"uniform mat4 m, p; /* don't need v, as always identity in our demo */",
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"uniform mat3 m_3x3_inv_transp;",
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" ",
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"void main()",
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@ -164,7 +164,7 @@ const ourGLchar *vertexShaderSource[] = {
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" position = m * fg_coord4;",
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" varyingNormalDirection = normalize(m_3x3_inv_transp * fg_normal);",
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" ",
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" mat4 mvp = p*m; // normally p*v*m",
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" mat4 mvp = p*m; /* normally p*v*m */",
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" gl_Position = mvp * fg_coord4;",
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"}"
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};
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@ -175,9 +175,9 @@ const ourGLchar *fragmentShaderSource[] = {
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" * This file is in the public domain.",
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" * Contributors: Martin Kraus, Sylvain Beucler",
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" */",
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"varying vec4 position; // position of the vertex (and fragment) in world space",
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"varying vec3 varyingNormalDirection; // surface normal vector in world space",
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"//uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix",
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"varying vec4 position; /* position of the vertex (and fragment) in world space */",
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"varying vec3 varyingNormalDirection; /* surface normal vector in world space */",
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"/* uniform mat4 v_inv; // in this demo, the view matrix is always an identity matrix */",
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" ",
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"struct lightSource",
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"{",
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@ -215,17 +215,17 @@ const ourGLchar *fragmentShaderSource[] = {
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"void main()",
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"{",
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" vec3 normalDirection = normalize(varyingNormalDirection);",
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" //vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position));",
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" vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); // in this demo, the view matrix is always an identity matrix",
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" /* vec3 viewDirection = normalize(vec3(v_inv * vec4(0.0, 0.0, 0.0, 1.0) - position)); */",
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" vec3 viewDirection = normalize(vec3(vec4(0.0, 0.0, 0.0, 1.0) - position)); /* in this demo, the view matrix is always an identity matrix */",
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" vec3 lightDirection;",
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" float attenuation;",
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" ",
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" if (0.0 == light0.position.w) // directional light?",
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" if (0.0 == light0.position.w) /* directional light? */",
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" {",
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" attenuation = 1.0; // no attenuation",
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" attenuation = 1.0; /* no attenuation */",
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" lightDirection = normalize(vec3(light0.position));",
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" } ",
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" else // point light or spotlight (or other kind of light) ",
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" else /* point light or spotlight (or other kind of light) */",
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" {",
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" vec3 positionToLightSource = vec3(light0.position - position);",
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" float distance = length(positionToLightSource);",
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@ -234,10 +234,10 @@ const ourGLchar *fragmentShaderSource[] = {
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" + light0.linearAttenuation * distance",
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" + light0.quadraticAttenuation * distance * distance);",
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" ",
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" if (light0.spotCutoff <= 90.0) // spotlight?",
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" if (light0.spotCutoff <= 90.0) /* spotlight? */",
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" {",
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" float clampedCosine = max(0.0, dot(-lightDirection, light0.spotDirection));",
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" if (clampedCosine < cos(radians(light0.spotCutoff))) // outside of spotlight cone?",
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" if (clampedCosine < cos(radians(light0.spotCutoff))) /* outside of spotlight cone? */",
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" {",
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" attenuation = 0.0;",
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" }",
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@ -255,11 +255,11 @@ const ourGLchar *fragmentShaderSource[] = {
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" * max(0.0, dot(normalDirection, lightDirection));",
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" ",
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" vec3 specularReflection;",
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" if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side?",
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" if (dot(normalDirection, lightDirection) < 0.0) /* light source on the wrong side? */",
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" {",
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" specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection",
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" specularReflection = vec3(0.0, 0.0, 0.0); /* no specular reflection */",
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" }",
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" else // light source on the right side",
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" else /* light source on the right side */",
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" {",
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" specularReflection = attenuation * vec3(light0.specular) * vec3(frontMaterial.specular) ",
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" * pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), frontMaterial.shininess);",
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@ -297,7 +297,7 @@ GLint getAttribOrUniformLocation(const char* name, GLuint program, GLboolean isA
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GLuint program;
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GLint attribute_fg_coord = -1, attribute_fg_normal = -1;
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GLint uniform_m = -1, uniform_p = -1, uniform_m_3x3_inv_transp = -1;
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GLint shaderReady = 0; // Set to 1 when all initialization went well, to -1 when somehow unusable.
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GLint shaderReady = 0; /* Set to 1 when all initialization went well, to -1 when shader somehow unusable. */
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@ -610,7 +610,7 @@ static void display(void)
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if (useShader && shaderReady)
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{
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// setup use of shader (and vertex buffer by FreeGLUT)
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/* setup use of shader (and vertex buffer by FreeGLUT) */
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gl_UseProgram (program);
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glutSetVertexAttribCoord3(attribute_fg_coord);
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glutSetVertexAttribNormal(attribute_fg_normal);
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