Shaders modif

This commit is contained in:
Antoine
2021-05-26 17:23:13 +02:00
parent 72c0098f9a
commit db4e2d0e86
10 changed files with 97 additions and 10 deletions

View File

@ -2,6 +2,8 @@
out vec4 FragColor;
uniform float time;
void main()
{
FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);

View File

@ -4,6 +4,8 @@ in vec3 color;
out vec4 FragColor;
uniform float time;
void main()
{
FragColor = vec4(color, 1.0f);

View File

@ -1,10 +1,11 @@
#version 330 core
#version 410 core
out vec4 FragColor;
in vec2 texCoord;
uniform sampler2D texture1;
uniform float time;
void main()
{

View File

@ -1,4 +1,4 @@
#version 330 core
#version 410 core
layout (location = 0) in vec3 aPos;
layout (location = 2) in vec2 aTexCoord;

View File

@ -1,4 +1,4 @@
#version 330 core
#version 410 core
out vec4 FragColor;
@ -6,8 +6,14 @@ in vec4 color;
in vec2 texCoord;
uniform sampler2D texture1;
uniform float time;
void main()
{
FragColor = mix(texture(texture1, texCoord), color, 0.5);
vec4 tex = texture(texture1, texCoord);
if (tex.a == 0.0){
FragColor = tex;
} else{
FragColor = mix(tex, color, 0.5);
}
}

View File

@ -1,4 +1,4 @@
#version 330 core
#version 410 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;

View File

@ -0,0 +1,21 @@
#version 410
out vec4 FragColor;
in vec4 color;
in vec4 position;
in vec2 texCoord;
uniform sampler2D texture1;
uniform float time;
void main()
{ // Pas fini c'est moche
vec4 colorPoweredUp = vec4(color.xyz * sin(position.y + time*40) * cos(position.x + time*40), 1.0);
vec4 tex = texture(texture1, texCoord);
if (tex.a == 0.0){
FragColor = tex;
} else{
FragColor = mix(tex, colorPoweredUp, 0.5);
}
}

View File

@ -0,0 +1,21 @@
#version 410 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec4 position;
out vec2 texCoord;
out vec4 color;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 transform;
void main()
{
gl_Position = projection * view * transform * vec4(aPos, 1.0);
color = vec4(aColor, 1.0f);
texCoord = aTexCoord;
position = vec4(aPos, 1.0);
}