updated DomeProjection example with simplified shader use

This commit is contained in:
codeanticode
2013-09-04 19:06:09 -04:00
parent 6cf649a0ce
commit a4c1cd25b5
4 changed files with 3 additions and 6 deletions
@@ -1,8 +1,6 @@
void initCubeMap() {
gridTex = loadImage("grid.png");
sphereDetail(50);
domeSphere = createShape(SPHERE, height/2.0f);
domeSphere.setTexture(gridTex);
domeSphere.rotateX(HALF_PI);
domeSphere.setStroke(false);
@@ -42,7 +40,7 @@ void initCubeMap() {
// Load cubemap shader.
cubemapShader = loadShader("cubemapfrag.glsl", "cubemapvert.glsl");
cubemapShader.set("EnvMap", 1);
cubemapShader.set("cubemap", 1);
}
void drawCubeMap() {
@@ -13,7 +13,6 @@ import java.nio.IntBuffer;
PShader cubemapShader;
PShape domeSphere;
PImage gridTex;
IntBuffer fbo;
IntBuffer rbo;
@@ -1 +1 @@
uniform sampler2D texture; uniform samplerCube EnvMap; varying vec3 reflectDir; uniform vec2 texOffset; varying vec4 vertColor; varying vec4 vertTexCoord; void main() { // gl_FragColor = texture2D(texture, vertTexCoord.st) * vertColor; vec3 envColor = vec3(textureCube(EnvMap, reflectDir)); gl_FragColor = vec4(envColor, 1.0); } /* void main() { // Look up environment map value in cube map vec3 envColor = vec3(textureCube(EnvMap, ReflectDir)); gl_FragColor = vec4(envColor, 1.0); } */
uniform samplerCube cubemap; varying vec3 reflectDir; void main() { vec3 color = vec3(textureCube(cubemap, reflectDir)); gl_FragColor = vec4(color, 1.0); }
@@ -1 +1 @@
#define PROCESSING_TEXTURE_SHADER uniform mat4 transform; uniform mat4 modelview; uniform mat4 texMatrix; attribute vec4 vertex; attribute vec4 color; attribute vec2 texCoord; attribute vec3 normal; varying vec4 vertColor; varying vec4 vertTexCoord; uniform mat3 normalMatrix; varying vec3 reflectDir; void main() { gl_Position = transform * vertex; vec3 ecNormal = normalize(normalMatrix * normal); // Vertex in eye coordinates vec3 ecVertex = vec3(modelview * vertex); // Normal vector in eye coordinates vec3 eyeDir = ecVertex.xyz; reflectDir = reflect(eyeDir, ecNormal); vertColor = color; vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0); } /* varying vec3 ReflectDir; void main() { gl_Position = ftransform(); vec3 normal = normalize(gl_NormalMatrix * gl_Normal); vec4 pos = gl_ModelViewMatrix * gl_Vertex; vec3 eyeDir = pos.xyz; ReflectDir = reflect(eyeDir, normal); } */
uniform mat4 transform; uniform mat4 modelview; uniform mat3 normalMatrix; attribute vec4 vertex; attribute vec3 normal; varying vec3 reflectDir; void main() { gl_Position = transform * vertex; vec3 ecNormal = normalize(normalMatrix * normal); // Vertex in eye coordinates vec3 ecVertex = vec3(modelview * vertex); // Normal vector in eye coordinates vec3 eyeDir = ecVertex.xyz; reflectDir = reflect(eyeDir, ecNormal); }