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-rw-r--r--src/shaders/default.frag19
-rw-r--r--src/shaders/default.vert21
2 files changed, 24 insertions, 16 deletions
diff --git a/src/shaders/default.frag b/src/shaders/default.frag
index 241369e..2ad6732 100644
--- a/src/shaders/default.frag
+++ b/src/shaders/default.frag
@@ -1,16 +1,21 @@
#version 330 core
out vec4 FragColor;
-in vec3 ourColor;
-in vec2 TexCoord;
+in vec4 v_Color;
+in vec2 v_TexCoord;
+in float v_TexId;
-uniform sampler2D texture1;
-//uniform sampler2D texture2;
+uniform sampler2D texture_1;
void main()
{
- vec2 texInvert = vec2(TexCoord.x, -TexCoord.y);
- FragColor = texture(texture1, texInvert);// * ourColor;
- //FragColor = texture(ourTexture, TexCoord) * vec4(ourColor.xyz, 1.0);
+ if(v_TexId > 0)
+ {
+ FragColor = texture(texture_1, v_TexCoord) * v_Color;
+ }
+ else
+ {
+ FragColor = v_Color;
+ }
}
diff --git a/src/shaders/default.vert b/src/shaders/default.vert
index 5adf795..38e5343 100644
--- a/src/shaders/default.vert
+++ b/src/shaders/default.vert
@@ -1,16 +1,19 @@
#version 330 core
-layout (location = 0) in vec3 aPos;
-layout (location = 1) in vec3 aColor;
-layout (location = 2) in vec2 aTexCoord;
+layout (location = 0) in vec3 a_Pos;
+layout (location = 1) in vec4 a_Color;
+layout (location = 2) in vec2 a_TexCoord;
+layout (location = 3) in float a_TexId;
-uniform float offset_x;
+//uniform float offset_x;
-out vec3 ourColor;
-out vec2 TexCoord;
+out vec4 v_Color;
+out vec2 v_TexCoord;
+out float v_TexId;
void main()
{
- gl_Position = vec4(aPos.x + offset_x, aPos.yz, 1.0);
- ourColor = aColor;
- TexCoord = aTexCoord;
+ gl_Position = vec4(a_Pos, 1.0);
+ v_Color = a_Color;
+ v_TexCoord = a_TexCoord;
+ v_TexId = a_TexId;
}