shader ,Lost in translation part 2

This topic contains 3 replies, has 2 voices, and was last updated by  dgu 4 years, 5 months ago.

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  • #31253

    dgu
    Member

    in this second part i did the translation but it doesnt work , and i cant see the error
    Can someone tell me what is wrong ?

    [HEADER]
    VERSION 01.00.00.00
    DESCRIPTION OGLES3OcclusionQueries
    COPYRIGHT Imagination Technologies
    [/HEADER]

    //
    // Effect to render the scene using a cube shadow map
    //

    [EFFECT]
    NAME RenderDiffuse

    // GLOBALS UNIFORMS
    UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
    UNIFORM uWorldViewMatrix WORLDVIEW
    UNIFORM uWorldViewIT WORLDVIEWIT
    UNIFORM uLightPosView LIGHTPOSEYE
    UNIFORM uColour MATERIALCOLORDIFFUSE

    UNIFORM sTextureMap TEXTURE0

    // ATTRIBUTES
    ATTRIBUTE inVertex POSITION
    ATTRIBUTE inNormal NORMAL
    ATTRIBUTE inTexCoord UV

    // SHADERS
    VERTEXSHADER DiffuseVertexShader
    FRAGMENTSHADER DiffuseFragmentShader
    [/EFFECT]

    [VERTEXSHADER]
    NAME DiffuseVertexShader

    [GLSL_CODE]

    #define VERTEX_ARRAY 0
    #define NORMAL_ARRAY 1
    #define TEXCOORD_ARRAY 2

    attribute highp vec3 inVertex;
    attribute highp vec3 inNormal;
    attribute mediump vec2 inTexCoord;

    uniform highp mat4 uWorldViewProjMatrix;
    uniform highp mat4 uWorldViewMatrix;
    uniform highp mat3 uWorldViewIT;
    uniform highp vec3 uLightPosView;

    varying mediump vec2 vTexCoord;
    varying highp float vDiffuse;

    void main()
    {
    gl_Position = uWorldViewProjMatrix * vec4(inVertex, 1.0);
    vTexCoord = inTexCoord;

    highp vec3 posView = (uWorldViewMatrix * vec4(inVertex, 1.0)).xyz;
    highp vec3 lightDirView = normalize(uLightPosView - posView);
    highp vec3 normalView = uWorldViewIT * inNormal;
    vDiffuse = max(dot(lightDirView, normalView), 0.0);
    }
    [/GLSL_CODE]
    [/VERTEXSHADER]

    [FRAGMENTSHADER]
    NAME DiffuseFragmentShader

    [GLSL_CODE]

    uniform sampler2D sTexture;
    uniform lowp vec4 uColour;

    varying mediump vec2 vTexCoord;
    varying highp float vDiffuse;

    varying lowp vec3 oColour;
    varying lowp vec4 colorCode;
    void main()
    {
    gl_FragColor = texture2D(sTexture, vTexCoord) * uColour * vDiffuse;
    }
    [/GLSL_CODE]
    [/FRAGMENTSHADER]

    //
    // Renders a single constant material colour
    //

    [EFFECT]
    NAME RenderMaterialColour

    // GLOBALS UNIFORMS
    UNIFORM uWorldViewProjMatrix WORLDVIEWPROJECTION
    UNIFORM uMaterialColour MATERIALCOLORDIFFUSE

    // ATTRIBUTES
    ATTRIBUTE inVertex POSITION

    // SHADERS
    VERTEXSHADER MaterialColourVertexShader
    FRAGMENTSHADER MaterialColourFragmentShader
    [/EFFECT]

    [VERTEXSHADER]
    NAME MaterialColourVertexShader

    [GLSL_CODE]

    #define VERTEX_ARRAY 0
    #define NORMAL_ARRAY 1
    #define TEXCOORD_ARRAY 2

    attribute highp vec3 inVertex;

    uniform highp mat4 uWorldViewProjMatrix;

    void main()
    {
    gl_Position = uWorldViewProjMatrix * vec4(inVertex, 1.0);
    }
    [/GLSL_CODE]
    [/VERTEXSHADER]

    [FRAGMENTSHADER]
    NAME MaterialColourFragmentShader

    [GLSL_CODE]

    uniform lowp vec4 uMaterialColour;

    uniform lowp vec4 oColour;

    void main()
    {
    gl_FragColor = uMaterialColour;
    }
    [/GLSL_CODE]
    [/FRAGMENTSHADER]

    thanks in advance
    david

    #37197

    dgu
    Member

    any help ?

    #37198

    Joe Davis
    Member

    Hi David,

    What problems are you seeing? I’ve copied and pasted the PFX code into PVRShaderEditor, but everything is compiling.

    Thanks,
    Joe

    #37199

    dgu
    Member

    Hello Joe

    i should stop to smoke grass !!! it s effectively working sorry about that
    ^:)^

    david

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