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authorAaditya Dhruv <[email protected]>2026-01-25 19:05:38 -0600
committerAaditya Dhruv <[email protected]>2026-01-25 19:05:38 -0600
commit4d9627422f94c165102baa8d9166049321c25b10 (patch)
treec5005850d2076cfe2a538c4c806074bc86d27e5e /shaders
parent955ffb0d4a0235532fdb9b808745bcf571735122 (diff)
Better rotating cube
Diffstat (limited to 'shaders')
-rw-r--r--shaders/fragment.glsl4
-rw-r--r--shaders/vertex.glsl5
2 files changed, 3 insertions, 6 deletions
diff --git a/shaders/fragment.glsl b/shaders/fragment.glsl
index 2b1879f..da55675 100644
--- a/shaders/fragment.glsl
+++ b/shaders/fragment.glsl
@@ -1,6 +1,6 @@
#version 410 core
out vec4 frag_colour;
-flat in vec3 color;
+uniform vec3 face_colors[6];
void main() {
- frag_colour = vec4( color, 1.0 );
+ frag_colour = vec4( face_colors[gl_PrimitiveID/2], 1.0 );
};
diff --git a/shaders/vertex.glsl b/shaders/vertex.glsl
index 7d99479..9ae73dc 100644
--- a/shaders/vertex.glsl
+++ b/shaders/vertex.glsl
@@ -1,12 +1,9 @@
#version 410 core
layout(location=0) in vec3 pos;
-layout(location=1) in vec3 col;
-flat out vec3 color;
uniform mat4 model;
uniform mat4 view;
uniform mat4 perspective;
void main() {
- gl_Position = perspective * model * vec4( pos, 1.0 );
- color = col;
+ gl_Position = perspective*view*model*vec4(pos, 1.0);
};