local VertexCode = [[ #version 330 core layout(location = 0) in vec3 position; layout(location = 1) in vec3 normal; layout(location = 4) in vec2 uv; uniform mat4 model; uniform mat4 view; uniform mat4 projection; out vec3 Position; out vec3 Normal; out vec2 UV; void main() { gl_Position = projection * view * model * vec4(position.xyz, 1); Position = gl_Position.xyz; Normal = normal; UV = uv; } ]] local FragmentCode = [[ #version 330 core in vec3 Position; in vec3 Normal; in vec2 UV; uniform sampler2D albedo; out vec4 color; void main() { color = texture(albedo, UV); } ]] local SpatialShader = {} SpatialShader.prototype = {} SpatialShader.prototype.use = function(self) self.shader:use() end SpatialShader.prototype.setInteger = function(self, name, value) self.shader:setInteger(name, value) end SpatialShader.prototype.setFloat = function(self, name, value) self.shader:setFloat(name, value) end SpatialShader.prototype.setVec3 = function(self, name, value) self.shader:setVec3(name, value) end SpatialShader.prototype.setVec4 = function(self, name, value) self.shader:setVec4(name, value) end SpatialShader.prototype.setMat3 = function(self, name, value) self.shader:setMat3(name, value) end SpatialShader.prototype.setMat4 = function(self, name, value) self.shader:setMat4(name, value) end SpatialShader.prototype.setCamera = function(self, camera) self.shader:setMat4('view', camera.view) self.shader:setMat4('projection', camera.projection) end SpatialShader.prototype.drawMesh = function(self, meshInstance) self.shader:setMat4('model', meshInstance.transform) self.albedo:use(0) meshInstance.mesh:draw(self.shader) end -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SpatialShader.mt = {} SpatialShader.mt.__index = SpatialShader.prototype -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SpatialShader.new = function(albedo) local spatialshader = {} spatialshader.shader = honey.shader(VertexCode, FragmentCode) spatialshader.albedo = albedo setmetatable(spatialshader, SpatialShader.mt) return spatialshader end return SpatialShader