Material now passed to shader as integer rather than float.
This commit is contained in:
parent
07b9cf05fa
commit
99cf75e902
@ -95,7 +95,7 @@ int main(int argc, char *argv[])
|
||||
|
||||
in vec4 position; // This will be the position of the vertex in model-space
|
||||
in vec4 normal; // The normal data may not have been set
|
||||
in vec2 material;
|
||||
in ivec2 material;
|
||||
|
||||
uniform mat4 cameraToClipMatrix;
|
||||
uniform mat4 worldToCameraMatrix;
|
||||
@ -103,14 +103,14 @@ int main(int argc, char *argv[])
|
||||
|
||||
out vec4 worldPosition; //This is being passed to the fragment shader to calculate the normals
|
||||
out vec4 worldNormal;
|
||||
out vec2 outMaterial;
|
||||
flat out ivec2 outMaterial;
|
||||
|
||||
void main()
|
||||
{
|
||||
//material = vec2(
|
||||
worldPosition = modelToWorldMatrix * position;
|
||||
worldNormal = normal;
|
||||
outMaterial = vec2(material.x, material.y);
|
||||
outMaterial = ivec2(material.x, material.y);
|
||||
vec4 cameraPosition = worldToCameraMatrix * worldPosition;
|
||||
gl_Position = cameraToClipMatrix * cameraPosition;
|
||||
}
|
||||
@ -125,7 +125,7 @@ int main(int argc, char *argv[])
|
||||
|
||||
in vec4 worldPosition; //Passed in from the vertex shader
|
||||
in vec4 worldNormal;
|
||||
in vec2 outMaterial;
|
||||
flat in ivec2 outMaterial;
|
||||
|
||||
out vec4 outputColor;
|
||||
|
||||
@ -135,15 +135,15 @@ int main(int argc, char *argv[])
|
||||
|
||||
vec3 normal = worldNormal.xyz;
|
||||
|
||||
if(outMaterial.x < 1.5)
|
||||
if(outMaterial.x == 1)
|
||||
{
|
||||
outputColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else if(outMaterial.x < 2.5)
|
||||
else if(outMaterial.x == 2)
|
||||
{
|
||||
outputColor = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
}
|
||||
else if(outMaterial.x < 3.5)
|
||||
else if(outMaterial.x == 3)
|
||||
{
|
||||
outputColor = vec4(0.0, 0.0, 1.0, 1.0);
|
||||
}
|
||||
|
@ -92,7 +92,8 @@ public:
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(MeshType::VertexType), (GLvoid*)(offsetof(MeshType::VertexType, normal)));
|
||||
|
||||
glEnableVertexAttribArray(2); //We're talking about shader attribute '2'
|
||||
glVertexAttribPointer(2, 2, GL_UNSIGNED_BYTE, GL_FALSE, sizeof(MeshType::VertexType), (GLvoid*)(offsetof(MeshType::VertexType, material)));
|
||||
GLint size = (std::min)(sizeof(MeshType::VertexType::VoxelType), size_t(4));
|
||||
glVertexAttribIPointer(2, size, GL_UNSIGNED_BYTE, sizeof(MeshType::VertexType), (GLvoid*)(offsetof(MeshType::VertexType, material)));
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user