Basic physics with boxes

This commit is contained in:
grayson committed 2021-10-25 00:40:44 -05:00
1 parent 1d97a6f543
commit b4c704f5ec
259 files changed
+48478 -91

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#version 330 core
void main() {
}
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#version 330 core
layout(location = 0) in vec3 pos;
uniform mat4 lightSpace;
uniform mat4 model[60];
out vec3 texCoord;
void main() {
gl_Position = lightSpace * model[gl_InstanceID] * vec4(pos, 1.0);
}
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#version 330 core
in vec4 fragPos;
uniform vec3 lightPos;
uniform float farPlane;
void main() {
float dist = length(fragPos.xyz - lightPos);
dist /= farPlane;
gl_FragDepth = dist;
}
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#version 330 core
layout(triangles) in;
layout(triangle_strip, max_vertices = 18) out;
uniform mat4 lightSpaceMat[6];
out vec4 fragPos;
void main() {
for (int face = 0; face < 6; face++) {
gl_Layer = face;
for (int i = 0; i < 3; i++) {
fragPos = gl_in[i].gl_Position;
gl_Position = lightSpaceMat[face] * fragPos;
EmitVertex();
}
EndPrimitive();
}
}
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#version 330 core
layout(location = 0) in vec3 pos;
uniform mat4 model[60];
void main() {
gl_Position = model[gl_InstanceID] * vec4(pos, 1.0);
}