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Bug fixes

This commit is contained in:
MrDev023 2017-01-20 15:31:43 +01:00
parent d1ec316066
commit 1c5d6addf6
26 changed files with 198 additions and 300 deletions

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#version 150
//Il ny a pas de layout(location=i) dans OpenGL < 3.3, mais tu peux utiliser glFragData[i] = myvalue à la place.
uniform sampler2D materialTex;
in vec2 fragTexCoord;
in vec3 fragVert;
out vec4 finalColor;
void main() {
finalColor = texture(materialTex, fragTexCoord);
}

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#version 150
uniform mat4 projection;
in vec3 vert;
in vec2 vertTexCoord;
out vec3 fragVert;
out vec2 fragTexCoord;
void main() {
// Pass some variables to the fragment shader
fragTexCoord = vertTexCoord;
fragVert = vert;
// Apply all matrix transformations to vert
gl_Position = projection * vec4(vert, 1);
}

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#version 150
//Il ny a pas de layout(location=i) dans OpenGL < 3.3, mais tu peux utiliser glFragData[i] = myvalue à la place.
uniform sampler2D materialTex;
uniform vec4 color;
in vec2 fragTexCoord;
in vec3 fragVert;
//layout(location = 0) out vec4 finalColor;
// https://learnopengl.com/#!Lighting/Multiple-lights pour le lighing en cas de besoin
void main() {
gl_FragData[0] = texture(materialTex, fragTexCoord) * color;
}

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#version 150
uniform mat4 projection;
uniform mat4 camera;
uniform mat4 transform;
in vec3 vert;
in vec2 vertTexCoord;
out vec3 fragVert;
out vec2 fragTexCoord;
void main() {
// Pass some variables to the fragment shader
fragTexCoord = vertTexCoord;
fragVert = vert;
// Apply all matrix transformations to vert
gl_Position = projection * camera * transform * vec4(vert, 1);
}

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