diff --git a/shaders/frag.glsl b/shaders/frag.glsl index 78d2ef3..b8e81af 100644 --- a/shaders/frag.glsl +++ b/shaders/frag.glsl @@ -35,11 +35,11 @@ struct SpotLight { float outer_cutoff; }; -in vec3 vert_normal; -in vec3 frag_position; -in vec2 uv_coords; - -out vec4 color; +in VS_OUT { + vec3 vert_normal; + vec3 frag_position; + vec2 uv_coords; +} fs_in; uniform Material material; uniform DirLight directional_light; @@ -51,17 +51,19 @@ vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction); vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 view_direction); vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view_direction); +out vec4 color; + void main() { - vec3 normal = normalize(vert_normal); - vec3 view_direction = normalize(frag_position - camera_position); + vec3 normal = normalize(fs_in.vert_normal); + vec3 view_direction = normalize(fs_in.frag_position - camera_position); vec3 result = calc_dir_light(directional_light, normal, view_direction); for (int i = 0; i < POINT_LIGHT_COUNT; ++i) { - result += calc_point_light(point_lights[i], normal, frag_position, view_direction); + result += calc_point_light(point_lights[i], normal, fs_in.frag_position, view_direction); } - result += calc_spot_light(spot_light, normal, frag_position, view_direction); + result += calc_spot_light(spot_light, normal, fs_in.frag_position, view_direction); color = vec4(result, 1.0); }; @@ -70,11 +72,11 @@ vec3 calc_dir_light(DirLight light, vec3 normal, vec3 view_direction) { vec3 light_direction = normalize(-light.direction); vec3 reflect_direction = reflect(-light_direction, normal); float diff = max(dot(normal, light_direction), 0.0); - vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords)); + vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords)); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); vec3 ambient = light.ambient * diff_tex; vec3 diffuse = light.diffuse * (diff * diff_tex); - vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))); + vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))); return ambient + diffuse + specular; } @@ -85,11 +87,11 @@ vec3 calc_point_light(PointLight light, vec3 normal, vec3 frag_position, vec3 vi float distance = length(light.position - frag_position); float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance)); float diff = max(dot(normal, light_direction), 0.0); - vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords)); + vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords)); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); vec3 ambient = light.ambient * diff_tex * attenuation; vec3 diffuse = light.diffuse * (diff * diff_tex) * attenuation; - vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * attenuation; + vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * attenuation; return ambient + diffuse + specular; } @@ -102,10 +104,10 @@ vec3 calc_spot_light(SpotLight light, vec3 normal, vec3 frag_position, vec3 view float intensity = clamp((theta - light.outer_cutoff) / epsilon, 0.0, 1.0); float diff = max(dot(normal, light_direction), 0.0); float spec = pow(max(dot(reflect_direction, view_direction), 0.0), material.shininess); - vec3 diff_tex = vec3(texture(material.diffuse1, uv_coords)); + vec3 diff_tex = vec3(texture(material.diffuse1, fs_in.uv_coords)); vec3 ambient = light.ambient * diff_tex; vec3 diffuse = light.diffuse * (diff * diff_tex) * intensity; - vec3 specular = light.specular * (spec * vec3(texture(material.specular1, uv_coords))) * intensity; + vec3 specular = light.specular * (spec * vec3(texture(material.specular1, fs_in.uv_coords))) * intensity; return ambient + diffuse + specular; } diff --git a/shaders/pp_frag.glsl b/shaders/pp_frag.glsl index c9de194..9f4054d 100644 --- a/shaders/pp_frag.glsl +++ b/shaders/pp_frag.glsl @@ -9,7 +9,6 @@ struct Material { in vec2 uv_coords; uniform Material material; -// uniform sampler2D image_texture; out vec4 color; diff --git a/shaders/reflective_frag.glsl b/shaders/reflective_frag.glsl index 6f0a6d7..589fc3f 100644 --- a/shaders/reflective_frag.glsl +++ b/shaders/reflective_frag.glsl @@ -1,7 +1,10 @@ #version 330 core -in vec3 vert_normal; -in vec3 frag_position; +in VS_OUT { + vec3 vert_normal; + vec3 frag_position; + vec2 uv_coords; +} fs_in; uniform vec3 camera_position; uniform samplerCube cubemap; @@ -9,8 +12,8 @@ uniform samplerCube cubemap; out vec4 color; void main() { - vec3 view_direction = normalize(frag_position - camera_position); - vec3 reflect_direction = reflect(view_direction, normalize(vert_normal)); + vec3 view_direction = normalize(fs_in.frag_position - camera_position); + vec3 reflect_direction = reflect(view_direction, normalize(fs_in.vert_normal)); color = vec4(texture(cubemap, reflect_direction).rgb, 1.0); } diff --git a/shaders/refractive_frag.glsl b/shaders/refractive_frag.glsl index dcdc996..9aaab80 100644 --- a/shaders/refractive_frag.glsl +++ b/shaders/refractive_frag.glsl @@ -3,8 +3,11 @@ #define AIR_IOR 1.0 #define GLASS_IOR 1.52 -in vec3 vert_normal; -in vec3 frag_position; +in VS_OUT { + vec3 vert_normal; + vec3 frag_position; + vec2 uv_coords; +} fs_in; uniform vec3 camera_position; uniform samplerCube cubemap; @@ -12,8 +15,8 @@ uniform samplerCube cubemap; out vec4 color; void main() { - vec3 view_direction = normalize(frag_position - camera_position); - vec3 refract_direction = refract(view_direction, normalize(vert_normal), AIR_IOR / GLASS_IOR); + vec3 view_direction = normalize(fs_in.frag_position - camera_position); + vec3 refract_direction = refract(view_direction, normalize(fs_in.vert_normal), AIR_IOR / GLASS_IOR); color = vec4(texture(cubemap, refract_direction).rgb, 1.0); } diff --git a/shaders/vert.glsl b/shaders/vert.glsl index fc17666..48cb808 100644 --- a/shaders/vert.glsl +++ b/shaders/vert.glsl @@ -4,18 +4,22 @@ layout(location=0) in vec3 position; layout(location=1) in vec3 normal; layout(location=2) in vec2 uv; -out vec3 vert_normal; -out vec3 frag_position; -out vec2 uv_coords; - uniform mat3 normal_mat; uniform mat4 model; uniform mat4 view; uniform mat4 projection; +// interface block +out VS_OUT { + vec3 vert_normal; + vec3 frag_position; + vec2 uv_coords; +} vs_out; + void main() { - vert_normal = normal_mat * normal; - frag_position = vec3(model * vec4(position, 1.0)); - uv_coords = uv; - gl_Position = projection * view * model * vec4(position, 1.0); + vs_out.frag_position = vec3(model * vec4(position, 1.0)); + vs_out.vert_normal = normal_mat * normal; + vs_out.uv_coords = uv; + + gl_Position = projection * view * model * vec4(position, 1.0); }; diff --git a/src/main.cc b/src/main.cc index ab7ef22..8c4e728 100644 --- a/src/main.cc +++ b/src/main.cc @@ -274,13 +274,13 @@ int main() { Shader refractive_shader {"shaders/vert.glsl", "shaders/refractive_frag.glsl"}; Shader post_processing {"shaders/pp_vert.glsl", "shaders/pp_frag.glsl"}; - const float camera_speed = 25.0f; - glm::vec3 camera_position = glm::vec3(-2.5f, 0.0f, 8.0f); - glm::vec3 camera_forward = glm::vec3(0.0f); - glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f); - glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f); - glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f); - glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f); + const float camera_speed = 25.0f; + glm::vec3 camera_position = glm::vec3(-2.5f, 0.0f, 8.0f); + glm::vec3 camera_forward = glm::vec3(0.0f); + glm::vec3 world_up = glm::vec3(0.0f, 1.0f, 0.0f); + glm::vec3 light_ambient = glm::vec3(0.2f, 0.2f, 0.2f); + glm::vec3 light_diffuse = glm::vec3(0.75f, 0.75f, 0.75f); + glm::vec3 light_specular = glm::vec3(1.0f, 1.0f, 1.0f); float yaw = -75.0f; float pitch = 0.0f;