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authorsanine-a <sanine.not@pm.me>2023-05-09 10:55:50 -0500
committersanine-a <sanine.not@pm.me>2023-05-09 10:55:50 -0500
commit2a14abecaee073aef1f1966bb397d6086b2e4785 (patch)
tree5be4f00446867f536050de7903e7d4bdf85eed97 /shaders
parent40c634a1650b2b666f92d1eafa3271dbe5a33b69 (diff)
refactor: rename transform -> node
Diffstat (limited to 'shaders')
-rw-r--r--shaders/mesh.frag17
-rw-r--r--shaders/mesh.vert21
-rw-r--r--shaders/quad.vert21
3 files changed, 59 insertions, 0 deletions
diff --git a/shaders/mesh.frag b/shaders/mesh.frag
new file mode 100644
index 0000000..532d1ac
--- /dev/null
+++ b/shaders/mesh.frag
@@ -0,0 +1,17 @@
+#version 410 core
+out vec4 FragColor;
+
+in vec3 position;
+in vec3 normal;
+in vec2 tex;
+
+uniform float time;
+uniform sampler2D ourTexture;
+
+void main()
+{
+ //FragColor = vec4(sin(time), cos(time), -sin(time), 1.0f);
+ //FragColor = vec4(normal, 1.0f);
+ //FragColor = vec4(tex, 1.0f, 1.0f);
+ FragColor = texture(ourTexture, tex);
+}
diff --git a/shaders/mesh.vert b/shaders/mesh.vert
new file mode 100644
index 0000000..cb20d1f
--- /dev/null
+++ b/shaders/mesh.vert
@@ -0,0 +1,21 @@
+#version 410 core
+layout (location = 0) in vec3 in_position;
+layout (location = 1) in vec3 in_normal;
+layout (location = 2) in vec2 in_tex;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+out vec3 position;
+out vec3 normal;
+out vec2 tex;
+
+void main()
+{
+ gl_Position = projection * view * model * vec4(in_position, 1.0);
+ position = in_position;
+ //normal = vec3(model * vec4(in_normal, 1.0f));
+ normal = in_normal;
+ tex = in_tex;
+}
diff --git a/shaders/quad.vert b/shaders/quad.vert
new file mode 100644
index 0000000..cb20d1f
--- /dev/null
+++ b/shaders/quad.vert
@@ -0,0 +1,21 @@
+#version 410 core
+layout (location = 0) in vec3 in_position;
+layout (location = 1) in vec3 in_normal;
+layout (location = 2) in vec2 in_tex;
+
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
+
+out vec3 position;
+out vec3 normal;
+out vec2 tex;
+
+void main()
+{
+ gl_Position = projection * view * model * vec4(in_position, 1.0);
+ position = in_position;
+ //normal = vec3(model * vec4(in_normal, 1.0f));
+ normal = in_normal;
+ tex = in_tex;
+}