mirror of
https://github.com/bloeys/nterm.git
synced 2025-12-29 06:28:20 +00:00
Hello friend
This commit is contained in:
15
res/models/quad.obj
Executable file
15
res/models/quad.obj
Executable file
@ -0,0 +1,15 @@
|
||||
# Blender v2.92.0 OBJ File: ''
|
||||
# www.blender.org
|
||||
o Plane
|
||||
v -0.500000 -0.500000 0.000000
|
||||
v 0.500000 -0.500000 0.000000
|
||||
v -0.500000 0.500000 0.000000
|
||||
v 0.500000 0.500000 0.000000
|
||||
vt 1.000000 0.000000
|
||||
vt 0.000000 1.000000
|
||||
vt 0.000000 0.000000
|
||||
vt 1.000000 1.000000
|
||||
vn 0.0000 0.0000 1.0000
|
||||
s off
|
||||
f 2/1/1 3/2/1 1/3/1
|
||||
f 2/1/1 4/4/1 3/2/1
|
||||
28
res/shaders/glyph.frag.glsl
Executable file
28
res/shaders/glyph.frag.glsl
Executable file
@ -0,0 +1,28 @@
|
||||
#version 410
|
||||
|
||||
// uniform float ambientStrength = 0.1;
|
||||
// uniform vec3 ambientLightColor = vec3(1, 1, 1);
|
||||
|
||||
// uniform vec3 lightPos1;
|
||||
// uniform vec3 lightColor1;
|
||||
|
||||
uniform sampler2D diffTex;
|
||||
|
||||
in vec4 vertColor;
|
||||
// in vec3 vertNormal;
|
||||
in vec2 vertUV0;
|
||||
in vec3 fragPos;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
// vec3 lightDir = normalize(lightPos1 - fragPos);
|
||||
// float diffStrength = max(0.0, dot(normalize(vertNormal), lightDir));
|
||||
|
||||
// vec3 finalAmbientColor = ambientLightColor * ambientStrength;
|
||||
vec4 texColor = texture(diffTex, vertUV0);
|
||||
fragColor = vec4(vertColor.rgb, texColor.r*texColor.a);
|
||||
// fragColor = vec4(texColor.rgb * vertColor * (finalAmbientColor + diffStrength*lightColor1) , texColor.a);
|
||||
// Out_Color = vec4(Frag_Color.rgb, Frag_Color.a * texture(Texture, Frag_UV.st).r);
|
||||
}
|
||||
26
res/shaders/glyph.vert.glsl
Executable file
26
res/shaders/glyph.vert.glsl
Executable file
@ -0,0 +1,26 @@
|
||||
#version 410
|
||||
|
||||
layout(location=0) in vec3 vertPosIn;
|
||||
// layout(location=1) in vec3 vertNormalIn;
|
||||
layout(location=1) in vec2 vertUV0In;
|
||||
layout(location=2) in vec4 vertColorIn;
|
||||
|
||||
// out vec3 vertNormal;
|
||||
out vec2 vertUV0;
|
||||
out vec4 vertColor;
|
||||
out vec3 fragPos;
|
||||
|
||||
//MVP = Model View Projection
|
||||
uniform mat4 modelMat;
|
||||
uniform mat4 viewMat;
|
||||
uniform mat4 projMat;
|
||||
|
||||
void main()
|
||||
{
|
||||
// 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);
|
||||
}
|
||||
@ -2,7 +2,8 @@
|
||||
|
||||
uniform mat4 ProjMtx;
|
||||
|
||||
in vec2 Position;
|
||||
in vec3 Position;
|
||||
in vec3 Normal;
|
||||
in vec2 UV;
|
||||
in vec4 Color;
|
||||
|
||||
@ -12,6 +13,7 @@ out vec4 Frag_Color;
|
||||
void main()
|
||||
{
|
||||
Frag_UV = UV;
|
||||
Frag_Color = vec4(1,1,1,1);
|
||||
Frag_Color = Color;
|
||||
gl_Position = ProjMtx * vec4(Position.xy, 0, 1);
|
||||
}
|
||||
Reference in New Issue
Block a user