bullet3/examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl
erwincoumans 5bcd43711a PyBullet OpenGL/EGL hardware getCameraImage: use glViewport to reduce the glReadPixels calling cost dramatically for small images
PyBullet Allow OpenGL/EGL hardware to render segmentation mask. Use pybullet.ER_SEGMENTATION_MASK_OBJECT_AND_LINKINDEX or pybullet.ER_SEGMENTATION_MASK
PyBullet.removeBody fix indexing bug (use foundIndex, not i)
PyBullet bump up version to 2.2.3
2018-09-30 07:10:40 -07:00

102 lines
2.5 KiB
GLSL
Executable File

#version 330
precision highp float;
layout (location = 0) in vec4 position;
layout (location = 1) in vec4 instance_position;
layout (location = 2) in vec4 instance_quaternion;
layout (location = 3) in vec2 uvcoords;
layout (location = 4) in vec3 vertexnormal;
layout (location = 5) in vec4 instance_color;
layout (location = 6) in vec4 instance_scale_obUid;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 DepthBiasModelViewProjectionMatrix;
uniform mat4 MVP;
uniform vec3 lightPosIn;
uniform vec3 cameraPositionIn;
uniform mat4 ViewMatrixInverse;
uniform float materialShininessIn;
uniform vec3 lightSpecularIntensityIn;
uniform vec3 materialSpecularColorIn;
out vec4 ShadowCoord;
out Fragment
{
vec4 color;
} fragment;
out Vert
{
vec2 texcoord;
} vert;
vec4 quatMul ( in vec4 q1, in vec4 q2 )
{
vec3 im = q1.w * q2.xyz + q1.xyz * q2.w + cross ( q1.xyz, q2.xyz );
vec4 dt = q1 * q2;
float re = dot ( dt, vec4 ( -1.0, -1.0, -1.0, 1.0 ) );
return vec4 ( im, re );
}
vec4 quatFromAxisAngle(vec4 axis, in float angle)
{
float cah = cos(angle*0.5);
float sah = sin(angle*0.5);
float d = inversesqrt(dot(axis,axis));
vec4 q = vec4(axis.x*sah*d,axis.y*sah*d,axis.z*sah*d,cah);
return q;
}
//
// vector rotation via quaternion
//
vec4 quatRotate3 ( in vec3 p, in vec4 q )
{
vec4 temp = quatMul ( q, vec4 ( p, 0.0 ) );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
vec4 quatRotate ( in vec4 p, in vec4 q )
{
vec4 temp = quatMul ( q, p );
return quatMul ( temp, vec4 ( -q.x, -q.y, -q.z, q.w ) );
}
out vec3 lightPos,normal,ambient;
out vec4 vertexPos;
out vec3 cameraPosition;
out float materialShininess;
out vec3 lightSpecularIntensity;
out vec3 materialSpecularColor;
void main(void)
{
vec4 q = instance_quaternion;
ambient = vec3(0.5,.5,0.5);
vec4 worldNormal = (quatRotate3( vertexnormal,q));
normal = worldNormal.xyz;
lightPos = lightPosIn;
cameraPosition = cameraPositionIn;
materialShininess = materialShininessIn;
lightSpecularIntensity = lightSpecularIntensityIn;
materialSpecularColor = materialSpecularColorIn;
vec4 localcoord = quatRotate3( position.xyz*instance_scale_obUid.xyz,q);
vertexPos = vec4((instance_position+localcoord).xyz,1);
vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);
gl_Position = vertexLoc;
ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);
fragment.color = instance_color;
vert.texcoord = uvcoords;
}