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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.
1.8.11