diff options
Diffstat (limited to 'kmscube/cube-gles2.cpp')
| -rw-r--r-- | kmscube/cube-gles2.cpp | 119 | 
1 files changed, 59 insertions, 60 deletions
| diff --git a/kmscube/cube-gles2.cpp b/kmscube/cube-gles2.cpp index 05567ea..854c90e 100644 --- a/kmscube/cube-gles2.cpp +++ b/kmscube/cube-gles2.cpp @@ -41,40 +41,40 @@ GlScene::GlScene()  		-1.0f, -1.0f, -1.0f, // point black  		+1.0f, -1.0f, -1.0f, // point red  		-1.0f, -1.0f, +1.0f, // point blue -		+1.0f, -1.0f, +1.0f  // point magenta +		+1.0f, -1.0f, +1.0f // point magenta  	};  	static const GLfloat vColors[] = {  		// front -		0.0f,  0.0f,  1.0f, // blue -		1.0f,  0.0f,  1.0f, // magenta -		0.0f,  1.0f,  1.0f, // cyan -		1.0f,  1.0f,  1.0f, // white +		0.0f, 0.0f, 1.0f, // blue +		1.0f, 0.0f, 1.0f, // magenta +		0.0f, 1.0f, 1.0f, // cyan +		1.0f, 1.0f, 1.0f, // white  		// back -		1.0f,  0.0f,  0.0f, // red -		0.0f,  0.0f,  0.0f, // black -		1.0f,  1.0f,  0.0f, // yellow -		0.0f,  1.0f,  0.0f, // green +		1.0f, 0.0f, 0.0f, // red +		0.0f, 0.0f, 0.0f, // black +		1.0f, 1.0f, 0.0f, // yellow +		0.0f, 1.0f, 0.0f, // green  		// right -		1.0f,  0.0f,  1.0f, // magenta -		1.0f,  0.0f,  0.0f, // red -		1.0f,  1.0f,  1.0f, // white -		1.0f,  1.0f,  0.0f, // yellow +		1.0f, 0.0f, 1.0f, // magenta +		1.0f, 0.0f, 0.0f, // red +		1.0f, 1.0f, 1.0f, // white +		1.0f, 1.0f, 0.0f, // yellow  		// left -		0.0f,  0.0f,  0.0f, // black -		0.0f,  0.0f,  1.0f, // blue -		0.0f,  1.0f,  0.0f, // green -		0.0f,  1.0f,  1.0f, // cyan +		0.0f, 0.0f, 0.0f, // black +		0.0f, 0.0f, 1.0f, // blue +		0.0f, 1.0f, 0.0f, // green +		0.0f, 1.0f, 1.0f, // cyan  		// top -		0.0f,  1.0f,  1.0f, // cyan -		1.0f,  1.0f,  1.0f, // white -		0.0f,  1.0f,  0.0f, // green -		1.0f,  1.0f,  0.0f, // yellow +		0.0f, 1.0f, 1.0f, // cyan +		1.0f, 1.0f, 1.0f, // white +		0.0f, 1.0f, 0.0f, // green +		1.0f, 1.0f, 0.0f, // yellow  		// bottom -		0.0f,  0.0f,  0.0f, // black -		1.0f,  0.0f,  0.0f, // red -		0.0f,  0.0f,  1.0f, // blue -		1.0f,  0.0f,  1.0f  // magenta +		0.0f, 0.0f, 0.0f, // black +		1.0f, 0.0f, 0.0f, // red +		0.0f, 0.0f, 1.0f, // blue +		1.0f, 0.0f, 1.0f // magenta  	};  	static const GLfloat vNormals[] = { @@ -107,43 +107,42 @@ GlScene::GlScene()  		+0.0f, -1.0f, +0.0f, // down  		+0.0f, -1.0f, +0.0f, // down  		+0.0f, -1.0f, +0.0f, // down -		+0.0f, -1.0f, +0.0f  // down +		+0.0f, -1.0f, +0.0f // down  	}; -	static const char *vertex_shader_source = -			"uniform mat4 modelviewMatrix;      \n" -			"uniform mat4 modelviewprojectionMatrix;\n" -			"uniform mat3 normalMatrix;         \n" -			"                                   \n" -			"attribute vec4 in_position;        \n" -			"attribute vec3 in_normal;          \n" -			"attribute vec4 in_color;           \n" -			"\n" -			"vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n" -			"                                   \n" -			"varying vec4 vVaryingColor;        \n" -			"                                   \n" -			"void main()                        \n" -			"{                                  \n" -			"    gl_Position = modelviewprojectionMatrix * in_position;\n" -			"    vec3 vEyeNormal = normalMatrix * in_normal;\n" -			"    vec4 vPosition4 = modelviewMatrix * in_position;\n" -			"    vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n" -			"    vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n" -			"    float diff = max(0.0, dot(vEyeNormal, vLightDir));\n" -			"    vVaryingColor = vec4(diff * in_color.rgb, 1.0);\n" -			"}                                  \n"; - -	static const char *fragment_shader_source = -			"precision mediump float;           \n" -			"                                   \n" -			"varying vec4 vVaryingColor;        \n" -			"                                   \n" -			"void main()                        \n" -			"{                                  \n" -			"    gl_FragColor = vVaryingColor;  \n" -			"}                                  \n"; - +	static const char* vertex_shader_source = +		"uniform mat4 modelviewMatrix;      \n" +		"uniform mat4 modelviewprojectionMatrix;\n" +		"uniform mat3 normalMatrix;         \n" +		"                                   \n" +		"attribute vec4 in_position;        \n" +		"attribute vec3 in_normal;          \n" +		"attribute vec4 in_color;           \n" +		"\n" +		"vec4 lightSource = vec4(2.0, 2.0, 20.0, 0.0);\n" +		"                                   \n" +		"varying vec4 vVaryingColor;        \n" +		"                                   \n" +		"void main()                        \n" +		"{                                  \n" +		"    gl_Position = modelviewprojectionMatrix * in_position;\n" +		"    vec3 vEyeNormal = normalMatrix * in_normal;\n" +		"    vec4 vPosition4 = modelviewMatrix * in_position;\n" +		"    vec3 vPosition3 = vPosition4.xyz / vPosition4.w;\n" +		"    vec3 vLightDir = normalize(lightSource.xyz - vPosition3);\n" +		"    float diff = max(0.0, dot(vEyeNormal, vLightDir));\n" +		"    vVaryingColor = vec4(diff * in_color.rgb, 1.0);\n" +		"}                                  \n"; + +	static const char* fragment_shader_source = +		"precision mediump float;           \n" +		"                                   \n" +		"varying vec4 vVaryingColor;        \n" +		"                                   \n" +		"void main()                        \n" +		"{                                  \n" +		"    gl_FragColor = vVaryingColor;  \n" +		"}                                  \n";  	if (s_verbose) {  		printf("GL_VENDOR:       %s\n", glGetString(GL_VENDOR)); | 
