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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-09-19 17:52:09 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2018-01-13 03:39:31 +0100 |
commit | d56fa5d68fcdfa2fdfc601d10e9292d6a5883dcd (patch) | |
tree | 86133ce5c166d20cc25706b09a81225105a580e2 /cwd/shaders | |
parent | 2017-09-17 (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | cwd/shaders/face.fs | 4 | ||||
-rw-r--r-- | cwd/shaders/face.vs | 15 |
2 files changed, 15 insertions, 4 deletions
diff --git a/cwd/shaders/face.fs b/cwd/shaders/face.fs index ae2eb56..f4fd1ff 100644 --- a/cwd/shaders/face.fs +++ b/cwd/shaders/face.fs @@ -40,6 +40,10 @@ vec3 hsv2rgb(vec3 c) } void main() { +// gl_FragColor = vec4(fs_in.Face / 1000.0f, fs_in.Face / 1000.0f, fs_in.Face / 1000.0f, 1.0f); + gl_FragColor = vec4(fs_in.UvPosition.xy,0.0f,1.0f); + return; + gl_FragColor = texture(textureAtlas,TransformTextureCoord(fs_in.Texture,fs_in.UvPosition)); if (gl_FragColor.a < 0.3) discard; diff --git a/cwd/shaders/face.vs b/cwd/shaders/face.vs index 4cf4e75..96204f1 100644 --- a/cwd/shaders/face.vs +++ b/cwd/shaders/face.vs @@ -1,9 +1,9 @@ #version 330 core layout (location = 0) in vec3 position; -layout (location = 2) in vec2 UvCoordinates; +/*layout (location = 2) in vec2 UvCoordinates; layout (location = 7) in vec4 Texture; layout (location = 12) in vec3 color; -layout (location = 13) in vec2 light; +layout (location = 13) in vec2 light;*/ out VS_OUT { vec2 UvPosition; @@ -15,15 +15,22 @@ out VS_OUT { uniform mat4 view; uniform mat4 projection; +uniform mat4 model; void main() { vec4 sourcePosition = vec4(position,1.0f); - gl_Position = projection * view * sourcePosition; + gl_Position = projection * view * model * sourcePosition; - vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); +/* vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); vs_out.Texture = Texture; vs_out.Color = color; vs_out.Light = light; + vs_out.Face = gl_VertexID / 6;*/ + + vs_out.UvPosition = vec2(0,0); + vs_out.Texture = vec4(0,0,1,1); + vs_out.Color = vec3(0,0.2,1.0); + vs_out.Light = vec2(16,16); vs_out.Face = gl_VertexID / 6; } |