Fixed forward rendering for transparensy

This commit is contained in:
Tleety
2014-05-25 01:52:57 +02:00
parent a9f2911e41
commit e3aab96a75
7 changed files with 115 additions and 10 deletions
+18
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@@ -0,0 +1,18 @@
#version 430
layout(binding=0) uniform sampler2D texture0;
in VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Input;
out vec4 fragmentColor;
void main() {
// Texture
vec4 texel = texture(texture0, Input.TextureCoord);
fragmentColor = texel;
}
+25
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@@ -0,0 +1,25 @@
#version 430
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
layout (location = 0) in vec3 Position;
layout (location = 1) in vec3 Normal;
layout (location = 2) in vec2 TextureCoord;
out VertexData {
vec3 Position;
vec3 Normal;
vec2 TextureCoord;
} Output;
void main()
{
gl_Position = MVP * vec4(Position, 1.0);
Output.Position = Position;
Output.Normal = Normal;
Output.TextureCoord = TextureCoord;
}