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authorOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-04-01 01:57:11 +1100
committerOmniscient <17525998+omnisci3nce@users.noreply.github.com>2024-04-01 01:57:11 +1100
commitfb3e055ff500e530e9ec46317441688bf4d07e13 (patch)
tree7ac25e379ac06f91d8bb26b178f64b9cc19b9f68 /assets
parentb771fc06a4339f466c0864ad896d5a96aee7e35d (diff)
image / textures !
Diffstat (limited to 'assets')
-rw-r--r--assets/shaders/object.frag14
-rw-r--r--assets/shaders/object.vert11
2 files changed, 17 insertions, 8 deletions
diff --git a/assets/shaders/object.frag b/assets/shaders/object.frag
index 11b33e1..8466c1d 100644
--- a/assets/shaders/object.frag
+++ b/assets/shaders/object.frag
@@ -1,9 +1,15 @@
#version 450
#extension GL_ARB_separate_shader_objects : enable
-layout(location = 0) in vec3 in_normal;
-layout(location = 1) in vec3 in_position;
+layout(location = 0) in vec3 in_position;
+layout(location = 1) in vec3 in_normal;
+layout(location = 2) in vec2 in_tex_coord;
-layout(location = 0) out vec4 out_colour;
+layout(binding = 1) uniform sampler2D texSampler;
-void main() { out_colour = vec4(in_normal, 1.0); } \ No newline at end of file
+layout(location = 0) out vec4 out_color;
+
+void main() {
+ // out_color = vec4(1.0);
+ out_color = texture(texSampler, in_tex_coord);
+} \ No newline at end of file
diff --git a/assets/shaders/object.vert b/assets/shaders/object.vert
index a7237bb..23c0ffb 100644
--- a/assets/shaders/object.vert
+++ b/assets/shaders/object.vert
@@ -3,9 +3,11 @@
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
+layout(location = 2) in vec2 in_tex_coord;
-layout(location = 0) out vec3 out_normal;
-layout(location = 1) out vec3 out_position;
+layout(location = 0) out vec3 out_position;
+layout(location = 1) out vec3 out_normal;
+layout(location = 2) out vec2 out_tex_coord;
layout(set = 0, binding = 0) uniform global_object_uniform {
mat4 projection;
@@ -19,8 +21,9 @@ layout(push_constant) uniform push_constants {
u_push_constants;
void main() {
- out_position = in_position;
gl_Position = global_ubo.projection * global_ubo.view * u_push_constants.model *
vec4(in_position.x, in_position.y, in_position.z, 1.0);
- out_normal = in_normal; // forward normal vectors
+ out_position = in_position;
+ out_normal = in_normal;
+ out_tex_coord = in_tex_coord;
} \ No newline at end of file