Set up Renderer base and shader compilation

This commit is contained in:
viktorljung
2015-12-01 10:35:59 +01:00
parent 798e42999d
commit 1fdf312af4
8 changed files with 391 additions and 2 deletions
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#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
uniform sampler2D texture0;
in VertexData{
vec3 VertexPosition;
vec3 Normal;
vec2 TextureCoordinate;
} Input;
out vec4 fragmentColor;
void main()
{
vec4 texel = texture2D(texture0, Input.TextureCoordinate);
fragmentColor = texel;
}
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#version 430
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout(location = 0) in vec3 Position;
layout(location = 1) in vec2 TextureCoord;
layout(location = 2) in vec3 Normal;
out VertexData{
vec3 VertexPosition;
vec3 Normal;
vec2 TextureCoordinate;
} Output;
void main()
{
gl_Position = P*V*M * vec4(Position, 1.0);
Output.VertexPosition = Position;
Output.TextureCoordinate = TextureCoord;
Output.Normal = Normal;
}