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Spinning cube
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#version 300 es | |
precision mediump float; | |
out vec4 f; | |
in vec4 col; | |
void main() { | |
f = col; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
#version 300 es | |
precision highp float; | |
layout(location = 0) in vec4 in_position; | |
layout(location = 1) in vec4 in_colour; | |
out vec4 col; | |
uniform float theta; | |
void main() { | |
vec3 coord = in_position.xyz; | |
vec3 world = coord; | |
world = vec3( | |
world.x * cos(theta) - world.z * sin(theta), | |
world.y, | |
world.x * sin(theta) + world.z * cos(theta)); | |
float theta_2 = theta * 0.5f; | |
world = vec3( | |
world.x, | |
world.y * cos(theta_2) - world.z * sin(theta_2), | |
world.y * sin(theta_2) + world.z * cos(theta_2)); | |
/* Translate */ | |
world.z += 5.0; | |
gl_Position = vec4(world.xyz, world.z); | |
vec3 normal = normalize(coord); | |
vec3 light = normalize(vec3(1.0, 3.0, 1.0)); | |
col = in_colour * dot(world, light); | |
} |
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