Fixed GUI color fading in renderer

This commit is contained in:
2015-10-08 21:49:45 +02:00
parent 08972919ae
commit c91cb1c3b7
2 changed files with 5 additions and 2 deletions
+2 -1
View File
@@ -442,7 +442,7 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(modelJob->Color));
glUniform4fv(glGetUniformLocation(shaderProgramHandle, "Color"), 1, glm::value_ptr(spriteJob->Color));
glActiveTexture(GL_TEXTURE0);
@@ -668,6 +668,7 @@ void dd::Renderer::DrawGUI(dd::RenderQueue& rq)
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniformMatrix4fv(glGetUniformLocation(*m_SpScreen, "V"), 1, GL_FALSE, glm::value_ptr(viewMatrix));
glUniform4fv(glGetUniformLocation(*m_SpScreen, "Color"), 1, glm::value_ptr(frameJob->Color));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, frameJob->DiffuseTexture);
+3 -1
View File
@@ -20,11 +20,13 @@
layout (binding=0) uniform sampler2D DiffuseTexture;
uniform vec4 Color;
in vec2 TextureCoord;
out vec4 FragmentColor;
void main()
{
FragmentColor = texture(DiffuseTexture, TextureCoord);
FragmentColor = texture(DiffuseTexture, TextureCoord) * Color;
}