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authorLaG1924 <12997935+LaG1924@users.noreply.github.com>2017-09-20 17:54:09 +0200
committerLaG1924 <12997935+LaG1924@users.noreply.github.com>2018-01-13 03:39:32 +0100
commit6bab0ab86a72881c3e0b88284c211e01fb22435a (patch)
tree3594305ad612f0e59ee630c2b5a59d974fc8bac5 /cwd/shaders
parent2017-09-19 (diff)
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Diffstat (limited to '')
-rw-r--r--cwd/shaders/face.fs13
-rw-r--r--cwd/shaders/face.vs22
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;
}