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-rw-r--r--assets/shaders/cube.frag2
-rw-r--r--assets/shaders/cube.vert8
2 files changed, 7 insertions, 3 deletions
diff --git a/assets/shaders/cube.frag b/assets/shaders/cube.frag
index 796f1c8..9d8ab28 100644
--- a/assets/shaders/cube.frag
+++ b/assets/shaders/cube.frag
@@ -9,5 +9,5 @@ layout(location = 0) out vec4 outColor;
void main() {
// outColor = texture(texSampler, fragTexCoord); // vec4(fragTexCoord, 0.0);
- outColor = vec4(1.0);
+ outColor = vec4(fragColor, 1.0);
}
diff --git a/assets/shaders/cube.vert b/assets/shaders/cube.vert
index 57475e7..e7d6a79 100644
--- a/assets/shaders/cube.vert
+++ b/assets/shaders/cube.vert
@@ -1,10 +1,13 @@
#version 430
-layout(binding = 0) uniform Matrices {
+layout( binding = 0) uniform Matrices {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
+uniform mat4 model;
+uniform mat4 view;
+uniform mat4 projection;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNormal;
@@ -14,7 +17,8 @@ layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 fragTexCoord;
void main() {
- gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
+ // gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
+ gl_Position = projection * view * model * vec4(inPosition, 1.0);
// gl_Position = vec4(inPosition, 1.0);
fragColor = abs(inNormal);
fragTexCoord = inTexCoords;