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| author | Aaditya Dhruv <[email protected]> | 2026-01-30 19:12:03 -0600 |
|---|---|---|
| committer | Aaditya Dhruv <[email protected]> | 2026-01-30 19:12:03 -0600 |
| commit | 1a721b98caf7559f4a18baa8d3b92269e8f1f6ce (patch) | |
| tree | 32be8966361f8f8ae74c6c0af226e39fe9feb375 /shaders/vertex.glsl | |
| parent | 4992ce0098cac8caef6c9315816b688d96259bce (diff) | |
Add basic block textures
- Remove the code that sent colors through uniform variables, instead
send texture data
- Each vertex now has a texture coordinate
- struct texture is a easy way to represent textures, can be extended
later
- Shaders updated to use textures
Diffstat (limited to 'shaders/vertex.glsl')
| -rw-r--r-- | shaders/vertex.glsl | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/shaders/vertex.glsl b/shaders/vertex.glsl index 2af2c7e..9323f87 100644 --- a/shaders/vertex.glsl +++ b/shaders/vertex.glsl @@ -2,14 +2,17 @@ layout(location=0) in vec3 pos; layout(location=1) in vec3 v_normal; +layout(location=2) in vec2 i_text_coord; uniform mat4 model; uniform mat4 view; uniform mat4 perspective; out vec3 normal; out vec3 frag_pos; +out vec2 text_coord; void main() { gl_Position = perspective*view*model*vec4(pos, 1.0); normal = v_normal; + text_coord = i_text_coord; frag_pos = vec3(model*vec4(pos, 1.0)); }; |
