OpenGL/headers/shapes.h
2024-12-22 17:42:48 -05:00

75 lines
2.5 KiB
C

float tri_vertices[] = {-0.5f, -0.5f, 0.0f, 0.5f, -0.5f,
0.0f, 0.0f, 0.5f, 0.0f};
float tri_rgb_vertices[] = {
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, /**/
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, /**/
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f /**/
};
float sqr_vertices[] = {
0.5f, 0.5f, 0.0f, /*top R*/
0.5f, -0.5f, 0.0f, /*bottom R*/
-0.5f, -0.5f, 0.0f, /*bottom L*/
-0.5f, 0.5f, 0.0f /*top R*/
};
unsigned int sqr_indices[] = {
0, 1, 3, /*tl triangle*/
1, 2, 3 /*br triangle*/
};
float sqr_tex_vertices[] = {
/*positions*colors*texture coords*/
0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, /*top right*/
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, /*bottom right*/
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, /*bottom left*/
-0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f /*top left*/
};
const char *basicVertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"out vec3 color;\n"
"void main()\n"
"{\n"
" color = aPos;"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *basicFragmentShaderSource = "#version 330 core\n"
"out vec3 FragColor;\n"
"in vec3 color;"
"void main()\n"
"{\n"
" FragColor = (color/2+.5)*1.5;\n"
"}\n";
const char *rgbVertexShaderSource =
"#version 330 core\n"
"layout (location = 0) in vec3 aPos;\n"
"layout (location = 1) in vec3 aColor;\n"
"out vec3 color;\n"
"void main()\n"
"{\n"
" color = aColor;\n"
" gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);\n"
"}\0";
const char *rgbFragmentShaderSource = "#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 color;\n"
"void main()\n"
"{\n"
" FragColor = vec4(color, 1.0);\n"
"}\0";
const char *rgbPulseFragmentShaderSource =
"#version 330 core\n"
"out vec4 FragColor;\n"
"in vec3 color;\n"
"uniform float u_time;"
"void main()\n"
"{\n"
" FragColor = vec4(color,0.0)*(sin(u_time)/2.0+0.5);\n"
"}\0";