From b6a4ac7b2d9d94a25ecdff007f87587512f5711d Mon Sep 17 00:00:00 2001 From: Omniscient Date: Sun, 19 May 2024 22:25:31 +1000 Subject: cube texture mapping working --- assets/shaders/cube.frag | 12 ++++++++++++ assets/shaders/cube.vert | 7 ++++--- 2 files changed, 16 insertions(+), 3 deletions(-) (limited to 'assets') diff --git a/assets/shaders/cube.frag b/assets/shaders/cube.frag index e69de29..11f1efa 100644 --- a/assets/shaders/cube.frag +++ b/assets/shaders/cube.frag @@ -0,0 +1,12 @@ +#version 450 + +layout(location = 0) in vec3 fragColor; +layout(location = 1) in vec2 fragTexCoord; + +layout(binding = 1) uniform sampler2D texSampler; + +layout(location = 0) out vec4 outColor; + +void main() { + outColor = texture(texSampler, fragTexCoord); // vec4(fragTexCoord, 0.0); +} diff --git a/assets/shaders/cube.vert b/assets/shaders/cube.vert index 1818c3c..fa9f85b 100644 --- a/assets/shaders/cube.vert +++ b/assets/shaders/cube.vert @@ -4,16 +4,17 @@ layout(binding = 0) uniform UniformBufferObject { mat4 model; mat4 view; mat4 proj; -} -ubo; +} ubo; layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inNormal; -layout(location = 2) in vec3 inTexCoords; +layout(location = 2) in vec2 inTexCoords; 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); fragColor = abs(inNormal); + fragTexCoord = inTexCoords; } -- cgit v1.2.3-70-g09d2