added ObjectGlTexColor, tweaked shaders

This commit is contained in:
Antoine
2021-05-19 05:37:45 +02:00
parent 58e94314cc
commit 7f491ad597
10 changed files with 51 additions and 33 deletions

View File

@ -1,10 +1,10 @@
#version 330 core
in vec3 Color;
in vec3 color;
out vec4 FragColor;
void main()
{
FragColor = vec4(Color, 1.0f);
FragColor = vec4(color, 1.0f);
}

View File

@ -3,10 +3,12 @@
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 Color;
out vec3 color;
uniform mat4 transform;
void main()
{
gl_Position = vec4(aPos, 1.0);
Color = aColor;
gl_Position = transform * vec4(aPos, 1.0);
color = aColor;
}

View File

@ -1,10 +1,13 @@
#version 330 core
in vec3 Color;
out vec4 FragColor;
in vec2 TexCoord;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
FragColor = vec4(Color, 1.0f);
FragColor = mix(texture(texture1, TexCoord), texture(texture2, vec2(TexCoord)), 0.5);
}

View File

@ -1,12 +1,14 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec3 aTexCoord;
out vec3 Color;
out vec3 texCoord;
uniform mat4 transform;
void main()
{
gl_Position = vec4(aPos, 1.0);
Color = aColor;
gl_Position = transform * vec4(aPos, 1.0);
texCoord = aTexCoord;
}

View File

@ -3,12 +3,11 @@ out vec4 FragColor;
in vec3 ourColor;
in vec2 TexCoord;
in vec4 position;
uniform sampler2D texture1;
uniform sampler2D texture2;
void main()
{
FragColor = mix(texture(texture1, TexCoord), texture(texture2, vec2(TexCoord.x, -TexCoord.y)), position.x * position.y);
FragColor = Color * mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.5);
}

View File

@ -1,18 +1,16 @@
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
layout (location = 2) in vec3 aTexCoord;
out vec3 ourColor;
out vec2 TexCoord;
out vec4 position;
out vec3 texCoord;
uniform mat4 transform;
void main()
{
gl_Position = transform * vec4(aPos, 1.0);
ourColor = aColor;
TexCoord = aTexCoord;
position = gl_Position;
Color = aColor;
texCoord = aTexCoord;
}