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added morphing to the cow
[demo]
/
gl_shaders
/
morphing.v.glsl
diff --git
a/gl_shaders/morphing.v.glsl
b/gl_shaders/morphing.v.glsl
index
cbb3d9e
..
6f72aa7
100644
(file)
--- a/
gl_shaders/morphing.v.glsl
+++ b/
gl_shaders/morphing.v.glsl
@@
-3,12
+3,15
@@
uniform mat4 mview;
uniform mat4 mmviewproj;
uniform mat4 mview;
uniform mat4 mmviewproj;
+uniform float t;
+const float half_height = 0.855;
+
varying vec3 pos;
varying vec3 normal;
varying vec3 ldir;
varying vec2 tex_coord;
varying vec3 pos;
varying vec3 normal;
varying vec3 ldir;
varying vec2 tex_coord;
-const vec3 lpos = vec3(-10.0, 100.0, 10.0);
+const vec3 lpos = vec3(0.0, 100.0, -10.0);
/* attributes */
layout(location = 1) in vec3 attr_pos;
/* attributes */
layout(location = 1) in vec3 attr_pos;
@@
-17,12
+20,21
@@
layout(location = 3) in vec2 attr_tex;
void main()
{
void main()
{
- gl_Position = mmviewproj * vec4(attr_pos, 1.0);
+ vec3 sph_pos = normalize(vec3(attr_pos.x, attr_pos.y - half_height, attr_pos.z));
+
+ vec3 sph_normal = sph_pos;
+ sph_pos.y += half_height;
+
+ vec3 p = mix(attr_pos, sph_pos, t);
+ vec3 n = mix(attr_normal, sph_normal, t);
- pos = (mview * vec4(attr_pos, 1.0)).xyz;
+ gl_Position = mmviewproj * vec4(p, 1.0);
+
+ pos = (mview * vec4(p, 1.0)).xyz;
ldir = (mview * vec4(lpos, 1.0)).xyz;
mat3 normal_matrix = mat3(mview);
ldir = (mview * vec4(lpos, 1.0)).xyz;
mat3 normal_matrix = mat3(mview);
- normal = normal_matrix * attr_normal;
+ normal = normal_matrix * n;
+
tex_coord = attr_tex;
}
\ No newline at end of file
tex_coord = attr_tex;
}
\ No newline at end of file