diff options
Diffstat (limited to 'resources')
| -rw-r--r-- | resources/shader.frag | 11 | ||||
| -rw-r--r-- | resources/shader.fragmentshader | 10 | ||||
| -rw-r--r-- | resources/shader.vert | 23 | ||||
| -rw-r--r-- | resources/shader.vertexshader | 19 |
4 files changed, 34 insertions, 29 deletions
diff --git a/resources/shader.frag b/resources/shader.frag new file mode 100644 index 0000000..f81277d --- /dev/null +++ b/resources/shader.frag @@ -0,0 +1,11 @@ +#version 330 core + +// Ouput data +in vec2 UV; +out vec3 color; + +uniform sampler2D textureSampler; + +void main() { + color = texture(textureSampler, UV).rgb; +} diff --git a/resources/shader.fragmentshader b/resources/shader.fragmentshader deleted file mode 100644 index a244f24..0000000 --- a/resources/shader.fragmentshader +++ /dev/null @@ -1,10 +0,0 @@ -#version 330 core - -// Ouput data -in vec3 fragmentcolor; -out vec3 color; - -void main() { - color = fragmentcolor; - -} diff --git a/resources/shader.vert b/resources/shader.vert new file mode 100644 index 0000000..e5aff9a --- /dev/null +++ b/resources/shader.vert @@ -0,0 +1,23 @@ +#version 330 core + +// Input vertex data, different for all executions of this shader. +layout(location = 0) in vec3 vertexPosition_modelspace; +layout(location = 1) in vec2 vertexUV; + +out vec2 UV; + +uniform mat4 MVP; + +void main() { + + gl_Position = MVP * vec4(vertexPosition_modelspace, 1); + + UV = vertexUV; + + //fragmentcolor.x = vertexPosition_modelspace.x; //= vertexColor; + //fragmentcolor.y = vertexPosition_modelspace.y; //= vertexColor; + //fragmentcolor.z = vertexPosition_modelspace.z; //= vertexColor; + + //fragmentcolor += 1; + //fragmentcolor /= 2; +} diff --git a/resources/shader.vertexshader b/resources/shader.vertexshader deleted file mode 100644 index 55b5250..0000000 --- a/resources/shader.vertexshader +++ /dev/null @@ -1,19 +0,0 @@ -#version 330 core - -// Input vertex data, different for all executions of this shader. -layout(location = 0) in vec3 vertexPosition_modelspace; -layout(location = 1) in vec3 vertexColor; - -uniform mat4 MVP; - -out vec3 fragmentcolor; - -void main() { - - gl_Position = MVP * vec4(vertexPosition_modelspace, 1); - // gl_Position.w = 1.0; - - fragmentcolor.r = gl_position.x; //= vertexColor; - fragmentcolor.g = gl_position.y; //= vertexColor; - fragmentcolor.b = gl_position.z; //= vertexColor; -} |
