Textures + basic asset loading system+ uvs

This commit is contained in:
bloeys
2022-02-05 23:00:19 +04:00
parent 2bfba880a9
commit 56e10049e9
7 changed files with 213 additions and 35 deletions

View File

@ -1,23 +1,26 @@
#version 410
in vec3 vertColor;
in vec3 vertNormal;
in vec3 fragPos;
out vec4 fragColor;
uniform float ambientStrength = 0.1;
uniform vec3 ambientLightColor = vec3(1, 1, 1);
uniform vec3 lightPos1;
uniform vec3 lightColor1;
uniform sampler2D diffTex;
in vec3 vertColor;
in vec3 vertNormal;
in vec2 vertUV0;
in vec3 fragPos;
out vec4 fragColor;
void main()
{
// vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos1 - fragPos);
float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
vec3 finalAmbientColor = ambientLightColor * ambientStrength;
fragColor = vec4(vertColor * (finalAmbientColor + diffStrength*lightColor1), 1.0);
vec4 texColor = texture(diffTex, vertUV0);
fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
}

View File

@ -2,10 +2,12 @@
layout(location=0) in vec3 vertPosIn;
layout(location=1) in vec3 vertNormalIn;
layout(location=2) in vec3 vertColorIn;
layout(location=2) in vec2 vertUV0In;
layout(location=3) in vec3 vertColorIn;
out vec3 vertColor;
out vec3 vertNormal;
out vec2 vertUV0;
out vec3 vertColor;
out vec3 fragPos;
//MVP = Model View Projection
@ -15,8 +17,9 @@ uniform mat4 projMat;
void main()
{
vertColor = vertColorIn;
vertNormal = mat3(transpose(inverse(modelMat))) * vertNormalIn;
vertUV0 = vertUV0In;
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
gl_Position = projMat * viewMat * modelMat * vec4(vertPosIn, 1.0);