diff options
author | sanine-a <sanine.not@pm.me> | 2023-05-09 10:55:50 -0500 |
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committer | sanine-a <sanine.not@pm.me> | 2023-05-09 10:55:50 -0500 |
commit | 2a14abecaee073aef1f1966bb397d6086b2e4785 (patch) | |
tree | 5be4f00446867f536050de7903e7d4bdf85eed97 /shaders | |
parent | 40c634a1650b2b666f92d1eafa3271dbe5a33b69 (diff) |
refactor: rename transform -> node
Diffstat (limited to 'shaders')
-rw-r--r-- | shaders/mesh.frag | 17 | ||||
-rw-r--r-- | shaders/mesh.vert | 21 | ||||
-rw-r--r-- | shaders/quad.vert | 21 |
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; +} |