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author | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2017-09-20 17:54:09 +0200 |
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committer | LaG1924 <12997935+LaG1924@users.noreply.github.com> | 2018-01-13 03:39:32 +0100 |
commit | 6bab0ab86a72881c3e0b88284c211e01fb22435a (patch) | |
tree | 3594305ad612f0e59ee630c2b5a59d974fc8bac5 /cwd/shaders | |
parent | 2017-09-19 (diff) | |
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Diffstat (limited to 'cwd/shaders')
-rw-r--r-- | cwd/shaders/face.fs | 13 | ||||
-rw-r--r-- | cwd/shaders/face.vs | 22 |
2 files changed, 11 insertions, 24 deletions
diff --git a/cwd/shaders/face.fs b/cwd/shaders/face.fs index f4fd1ff..aa45997 100644 --- a/cwd/shaders/face.fs +++ b/cwd/shaders/face.fs @@ -2,10 +2,9 @@ in VS_OUT { vec2 UvPosition; - flat vec4 Texture; - flat vec3 Color; - flat vec2 Light; - flat int Face; + vec4 Texture; + vec3 Color; + vec2 Light; } fs_in; uniform sampler2D textureAtlas; @@ -40,10 +39,6 @@ vec3 hsv2rgb(vec3 c) } void main() { -// gl_FragColor = vec4(fs_in.Face / 1000.0f, fs_in.Face / 1000.0f, fs_in.Face / 1000.0f, 1.0f); - gl_FragColor = vec4(fs_in.UvPosition.xy,0.0f,1.0f); - return; - gl_FragColor = texture(textureAtlas,TransformTextureCoord(fs_in.Texture,fs_in.UvPosition)); if (gl_FragColor.a < 0.3) discard; @@ -52,4 +47,4 @@ void main() { gl_FragColor = vec4(hsv2rgb(hsvColor),1); //float faceLight = clamp((fs_in.Light.x + fs_in.Light.y) / 15.0,0.2,1.0); //gl_FragColor = vec4(gl_FragColor.rgb * faceLight,gl_FragColor.a); -} +}
\ No newline at end of file diff --git a/cwd/shaders/face.vs b/cwd/shaders/face.vs index 96204f1..9bf2639 100644 --- a/cwd/shaders/face.vs +++ b/cwd/shaders/face.vs @@ -1,36 +1,28 @@ #version 330 core layout (location = 0) in vec3 position; -/*layout (location = 2) in vec2 UvCoordinates; +layout (location = 2) in vec2 UvCoordinates; layout (location = 7) in vec4 Texture; +layout (location = 8) in mat4 model; layout (location = 12) in vec3 color; -layout (location = 13) in vec2 light;*/ +layout (location = 13) in vec2 light; out VS_OUT { vec2 UvPosition; - flat vec4 Texture; - flat vec3 Color; - flat vec2 Light; - flat int Face; + vec4 Texture; + vec3 Color; + vec2 Light; } vs_out; uniform mat4 view; uniform mat4 projection; -uniform mat4 model; void main() { vec4 sourcePosition = vec4(position,1.0f); gl_Position = projection * view * model * sourcePosition; -/* vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); + vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y); vs_out.Texture = Texture; vs_out.Color = color; vs_out.Light = light; - vs_out.Face = gl_VertexID / 6;*/ - - vs_out.UvPosition = vec2(0,0); - vs_out.Texture = vec4(0,0,1,1); - vs_out.Color = vec3(0,0.2,1.0); - vs_out.Light = vec2(16,16); - vs_out.Face = gl_VertexID / 6; } |