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
This commit is contained in:
dcnieho 2012-06-18 06:14:32 +00:00
parent afbdd37121
commit f910836158

View File

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