diff options
author | Omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-04-01 01:57:11 +1100 |
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committer | Omniscient <17525998+omnisci3nce@users.noreply.github.com> | 2024-04-01 01:57:11 +1100 |
commit | fb3e055ff500e530e9ec46317441688bf4d07e13 (patch) | |
tree | 7ac25e379ac06f91d8bb26b178f64b9cc19b9f68 /assets | |
parent | b771fc06a4339f466c0864ad896d5a96aee7e35d (diff) |
image / textures !
Diffstat (limited to 'assets')
-rw-r--r-- | assets/shaders/object.frag | 14 | ||||
-rw-r--r-- | assets/shaders/object.vert | 11 |
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 |