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Updated template new project file for .vert and .frag shader extensions.

seanpaultaylor пре 13 година
родитељ
комит
3a278c6a50

+ 2 - 2
gameplay-template/android/template.build.xml

@@ -64,8 +64,8 @@
     <target name="-post-compile">
         <copy file="../res/box.gpb" tofile="assets/res/box.gpb"/>
         <copy file="../res/box.material" tofile="assets/res/box.material"/>
-        <copy file="../res/colored.vsh" tofile="assets/res/colored.vsh"/>
-        <copy file="../res/colored.fsh" tofile="assets/res/colored.fsh"/>
+        <copy file="../res/colored.vert" tofile="assets/res/colored.vert"/>
+        <copy file="../res/colored.frag" tofile="assets/res/colored.frag"/>
     </target>
 
     <!-- Import the actual build file.

+ 2 - 2
gameplay-template/gameplay-template.vcxproj.filters

@@ -18,10 +18,10 @@
     <None Include="res\box.material">
       <Filter>res</Filter>
     </None>
-    <None Include="res\colored.fsh">
+    <None Include="res\colored.frag">
       <Filter>res</Filter>
     </None>
-    <None Include="res\colored.vsh">
+    <None Include="res\colored.vert">
       <Filter>res</Filter>
     </None>
   </ItemGroup>

+ 4 - 4
gameplay-template/res/box.material

@@ -2,17 +2,17 @@ material box
 {
     technique
     {
-        pass 0
+        pass
         {
             // shaders
-            vertexShader = res/colored.vsh
-            fragmentShader = res/colored.fsh
+            vertexShader = res/colored.vert
+            fragmentShader = res/colored.frag
             
             // uniforms
             u_worldViewProjectionMatrix = WORLD_VIEW_PROJECTION_MATRIX
             u_inverseTransposeWorldViewMatrix = INVERSE_TRANSPOSE_WORLD_VIEW_MATRIX
             u_ambientColor = 0.2, 0.2, 0.2
-            u_baseColor = 1.0, 1.0, 1.0, 1.0
+            u_diffuseColor = 1.0, 1.0, 1.0, 1.0
 
             // render state
             renderState

+ 4 - 4
gameplay-template/res/colored.fsh → gameplay-template/res/colored.frag

@@ -3,10 +3,10 @@ precision highp float;
 #endif
 
 // Uniforms
-uniform vec3 u_lightDirection;       	        // Light direction
-uniform vec3 u_lightColor;                      // Light color
+uniform vec4 u_diffuseColor;                    // Diffuse color
 uniform vec3 u_ambientColor;                    // Ambient color
-uniform vec4 u_baseColor;                    	// Base color
+uniform vec3 u_lightColor;                      // Light color
+uniform vec3 u_lightDirection;       	        // Light direction
 
 // Inputs
 varying vec3 v_normalVector;                    // Normal vector in view space.
@@ -14,7 +14,7 @@ varying vec3 v_normalVector;                    // Normal vector in view space.
 void main()
 {
 	// Base color
-    vec4 baseColor = u_baseColor;
+    vec4 baseColor = u_diffuseColor;
 
     // Normalize the vectors.
     vec3 lightDirection = normalize(u_lightDirection);

+ 5 - 4
gameplay-template/res/colored.vsh → gameplay-template/res/colored.vert

@@ -1,16 +1,17 @@
-// Uniforms
-uniform mat4 u_worldViewProjectionMatrix;           // Matrix to transform a position to clip space.
-uniform mat4 u_inverseTransposeWorldViewMatrix;     // Matrix to transform a normal to view space.
-
 // Inputs
 attribute vec4 a_position;                          // Vertex Position (x, y, z, w)
 attribute vec3 a_normal;                            // Vertex Normal (x, y, z)
 
+// Uniforms
+uniform mat4 u_worldViewProjectionMatrix;           // Matrix to transform a position to clip space.
+uniform mat4 u_inverseTransposeWorldViewMatrix;     // Matrix to transform a normal to view space.
+
 // Outputs
 varying vec3 v_normalVector;                        // Normal vector in view space.
 
 void main()
 {
+	// Vertex attributes
     vec4 position = a_position;
     vec3 normal = a_normal;
         

+ 2 - 2
gameplay/res/shaders/bumped.frag

@@ -25,9 +25,9 @@ varying vec3 v_cameraDirection;                 // Camera direction
 // Uniforms
 uniform sampler2D u_diffuseTexture;        		// Diffuse map texture
 uniform sampler2D u_normalmapTexture;       	// Normalmap texture
-uniform vec3 u_lightDirection;					// Light direction
-uniform vec3 u_lightColor;                      // Light color
 uniform vec3 u_ambientColor;                    // Ambient color
+uniform vec3 u_lightColor;                      // Light color
+uniform vec3 u_lightDirection;					// Light direction
 #if defined(SPECULAR)
 uniform float u_specularExponent;				// Specular exponent.
 #endif

+ 2 - 2
gameplay/res/shaders/colored.frag

@@ -24,9 +24,9 @@ varying vec3 v_cameraDirection;                 // Camera direction
 
 // Uniforms
 uniform vec4 u_diffuseColor;               		// Diffuse color
-uniform vec3 u_lightDirection;					// Light direction
-uniform vec3 u_lightColor;                      // Light color
 uniform vec3 u_ambientColor;                    // Ambient color
+uniform vec3 u_lightColor;                      // Light color
+uniform vec3 u_lightDirection;					// Light direction
 #if defined(SPECULAR)
 uniform float u_specularExponent;				// Specular exponent
 #endif