first commit for versioning

This commit is contained in:
Natsirt867
2026-01-05 10:03:07 -06:00
commit 987343376d
348 changed files with 89570 additions and 0 deletions

8
shaders/tShader01.frag Normal file
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// First fragment shader
#version 460
out vec4 frag_colour;
void main() {
frag_colour = vec4(0.0, 0.0, 0.0, 1.0);
}

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shaders/tShader01.vert Normal file
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// First vertex shader
in vec3 vp;
void main () {
gl_Position = vec4(vp.x + 0.4, vp.y + 0.2, vp.z, 1.0);
}

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shaders/tShader02.frag Normal file
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// First fragment shader
#version 460
out vec4 frag_colour;
void main() {
frag_colour = vec4(0.3, 0.6, 0.6, 1.0);
}

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shaders/tShader02.vert Normal file
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// First vertex shader
in vec3 vp;
void main () {
gl_Position = vec4(vp.x, vp.y - 0.2, vp.z, 1.0);
}

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shaders/tShader03.frag Normal file
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#version 460
in vec3 colour;
out vec4 frag_colour;
void main() {
frag_colour = vec4(1.0 - colour.r, 1.0 - colour.g, 1.0 - colour.b, 1.0);
}

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shaders/tShader03.vert Normal file
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#version 460
layout(location = 0) in vec3 vertex_position;
layout(location = 1) in vec3 vertex_colour;
uniform mat4 matrix;
uniform mat4 view;
uniform mat4 proj;
out vec3 colour;
void main() {
colour = vertex_colour;
// multiplication in column major order
// currently proj * view * matrix * vec4(vertex_position, 1.0) does not work! projection matrix is wrong?
// need to reread the chapter
gl_Position = proj * view * matrix * vec4(vertex_position, 1.0);
}

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shaders/test.frag Normal file
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#version 410
// uniform key-word -- we are sending in a variable to the shader programme from the CPU
uniform vec4 inputColour;
const vec4 testColour = vec4(0.5f, 1.0f, 1.0f, 1.0f);
out vec4 fragColour;
void main() {
fragColour = inputColour;
}

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shaders/wmo.frag Normal file
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#version 400 core
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texSampler;
void main() {
// sample the texture
vec4 texColor = texture(texSampler, TexCoord);
if (texColor.a < 0.1) discard;
//FragColor = vec4(0.6, 0.0, 1.0, 1.0);
FragColor = texColor;
}

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shaders/wmo.vert Normal file
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#version 400 core
layout(location = 0) in vec3 vertex_position; // position
layout(location = 1) in vec3 vertex_normal; // colour of each vertex point
layout(location = 2) in vec2 vertex_tex;
out vec2 TexCoord;
uniform mat4 matrix; // must match "matrix" in C code
uniform mat4 view; // must match "view" in C code
uniform mat4 proj; // must match "proj" in C code
void main() {
gl_Position = proj * view * matrix * vec4(vertex_position, 1.0);
TexCoord = vertex_tex;
}