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-rw-r--r--cwd/shaders/face.fs4
-rw-r--r--cwd/shaders/face.vs15
2 files changed, 15 insertions, 4 deletions
diff --git a/cwd/shaders/face.fs b/cwd/shaders/face.fs
index ae2eb56..f4fd1ff 100644
--- a/cwd/shaders/face.fs
+++ b/cwd/shaders/face.fs
@@ -40,6 +40,10 @@ 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;
diff --git a/cwd/shaders/face.vs b/cwd/shaders/face.vs
index 4cf4e75..96204f1 100644
--- a/cwd/shaders/face.vs
+++ b/cwd/shaders/face.vs
@@ -1,9 +1,9 @@
#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 = 12) in vec3 color;
-layout (location = 13) in vec2 light;
+layout (location = 13) in vec2 light;*/
out VS_OUT {
vec2 UvPosition;
@@ -15,15 +15,22 @@ out VS_OUT {
uniform mat4 view;
uniform mat4 projection;
+uniform mat4 model;
void main()
{
vec4 sourcePosition = vec4(position,1.0f);
- gl_Position = projection * view * sourcePosition;
+ 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;
}