GPU-Accelerated Coverage
0.1.0
Compute coverage tours for known environment with articulated objects on GPU
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Vertex shader for rendering a textured mesh. More...
Classes | |
struct | LightInfo |
Properties of a point light source. More... | |
struct | MaterialInfo |
Properties of a material. More... | |
Public Member Functions | |
layout (location=0) in vec3 vertex_position | |
Vertex buffer with per vertex 3D positions. | |
layout (location=2) in vec2 vertex_texcoord | |
Vertex buffer with per vertex 2D texture coordinates. | |
layout (location=3) in vec3 vertex_normal | |
Vertex buffer with per vertex 3D normals. | |
void | main () |
Public Attributes | |
uniform mat4 | model_matrix |
Model matrix. | |
uniform mat4 | view_matrix |
View matrix. | |
uniform mat4 | projection_matrix |
Projection matrix. | |
uniform mat3 | normal_matrix |
Normal matrix = transposed inverse of model view matrix. | |
uniform LightInfo | light |
Point light source. | |
uniform MaterialInfo | material |
Material of the object. | |
out vec2 | tex_coord |
Output texture coordinate of the vertex. | |
out float | diffuse_factor |
Output diffuse factor of the vertex. | |
out float | specular_factor |
Output specular factor of the vertex. | |
Vertex shader for rendering a textured mesh.