sent from android
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@@ -2,7 +2,11 @@
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out vec4 FragColor;
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in vec3 color; // Input color from the vertex shader
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in vec2 TexCoord;
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uniform sampler2D texture1; // Texture sampler
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uniform sampler2D texture2; // Second texture sampler
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void main() {
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FragColor = vec4(color, 1.0); // Set the fragment color to the input color
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.3) * vec4(color, 1.0); // Mix the two textures and apply the color
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}
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@@ -1,9 +1,16 @@
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#version 330 core
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layout(location = 0) in vec3 position; // Vertex position
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layout(location = 1) in vec2 texCoords; // Texture coordinates
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out vec3 color; // Output color to the fragment shader
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out vec2 TexCoord;
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main() {
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gl_Position = vec4(position, 1.0); // Set the position of the vertex
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gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices
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color = position + vec3(0.5); // Set the color based on the vertex position
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TexCoord = texCoords; // Pass texture coordinates to the fragment shader
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}
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8
shaders/triangle_untextured.frag
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8
shaders/triangle_untextured.frag
Normal file
@@ -0,0 +1,8 @@
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#version 330 core
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out vec4 FragColor;
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in vec3 color; // Input color from the vertex shader
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void main() {
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FragColor = vec4(color, 1.0); // Apply the color
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}
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13
shaders/triangle_untextured.vert
Normal file
13
shaders/triangle_untextured.vert
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@@ -0,0 +1,13 @@
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#version 330 core
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layout(location = 0) in vec3 position; // Vertex position
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out vec3 color; // Output color to the fragment shader
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uniform mat4 model;
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uniform mat4 view;
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uniform mat4 projection;
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void main() {
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gl_Position = projection * view * model * vec4(position, 1.0); // Apply transformation matrices
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color = position + vec3(0.5); // Set the color based on the vertex position
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}
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