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local ScreenQuad = {}
ScreenQuad.quad = honey.primitives.plane(2,2)
local vertexShader = [[
#version 330 core
layout(location = 0) in vec3 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 uv;
out vec2 UV;
void main()
{
gl_Position = vec4(position.xy, 0, 1) - vec4(1,1,0,0);
UV = uv;
} ]]
local fragmentShader = [[
#version 330 core
in vec2 UV;
uniform sampler2D tex;
out vec4 color;
void main()
{
color = vec4(texture(tex, UV).xyz, 1);
} ]]
ScreenQuad.shader = honey.shader.new(vertexShader, fragmentShader)
ScreenQuad.tex = honey.texture.new()
ScreenQuad.depth = honey.texture.new()
honey.texture.create(ScreenQuad.tex, 'rgb', 640, 640);
honey.texture.create(ScreenQuad.depth, 'depth', 640, 640);
--honey.texture.load(ScreenQuad.texture, 'checkerboard.png', false)
ScreenQuad.fb = honey.texture.new_framebuffer(ScreenQuad.tex, ScreenQuad.depth, 640, 640)
ScreenQuad.draw = function(self)
honey.texture.use(self.tex, 0)
honey.mesh.draw(self.quad, self.shader)
end
return ScreenQuad
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