Shaders modif

This commit is contained in:
Antoine 2021-05-27 00:14:28 +02:00
parent db4e2d0e86
commit dc2b696f7e
4 changed files with 7 additions and 7 deletions

View File

@ -4,7 +4,7 @@ layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec4 position;
out vec2 fragCoord;
out vec2 texCoord;
out vec4 color;
@ -17,5 +17,5 @@ void main()
gl_Position = projection * view * transform * vec4(aPos, 1.0);
color = vec4(aColor, 1.0f);
texCoord = aTexCoord;
position = vec4(aPos, 1.0);
fragCoord = aPos.xy;
}

View File

@ -3,7 +3,7 @@
out vec4 FragColor;
in vec4 color;
in vec4 position;
in vec2 fragCoord;
in vec2 texCoord;
uniform sampler2D texture1;
@ -11,7 +11,7 @@ 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 colorPoweredUp = abs(vec4(color.xyz * sin(fragCoord.y + time*20), 1.0));
vec4 tex = texture(texture1, texCoord);
if (tex.a == 0.0){
FragColor = tex;

View File

@ -170,8 +170,9 @@ public class Engine {
zangief.setTextureWrap(58,0,62,84, ObjectGl.STICK_TOP);
engine.add_objectGl(zangief);
zangief.translate(new Vector3f(-5000.0f,500.0f,10.0f));
zangief.setColor(new Vector3f(0.5f, 0.0f, 0.0f));
// zangief.setShader("shaders/PowerUpShader/VertEnergyWave.glsl","shaders/PowerUpShader/FragEnergyWave.glsl");
zangief.setColor(new Vector3f(0.0f, 0.0f, 1.0f));
zangief.useTime = true;
zangief.setShader("shaders/StylishShaders/BasicVert.glsl","shaders/StylishShaders/EnergyWave.glsl");
// ObjectGl smiley2 = new ObjectGl(0.0f,500.0f,500.0f, 1f, path2, null);
// engine.add_objectGl(smiley2);

View File

@ -29,7 +29,6 @@ public class VertexArray {
EBO = glGenBuffers();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, BufferUtils.createByteBuffer(indices), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);