38 lines
618 B
GLSL
38 lines
618 B
GLSL
@ctype mat4 mat4
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@vs vs
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layout(binding=0) uniform vs_params {
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mat4 mvp;
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};
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in vec4 position;
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in vec3 norm;
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in vec2 uv;
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out vec3 fs_norm;
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out vec2 fs_uv;
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void main() {
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gl_Position = mvp * position;
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fs_norm = norm;
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fs_uv = uv;
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}
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@end
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@fs fs
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layout(binding=0) uniform texture2D tex;
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layout(binding=0) uniform sampler smp;
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in vec3 fs_norm;
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in vec2 fs_uv;
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out vec4 frag_color;
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void main() {
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frag_color = texture(sampler2D(tex, smp), fs_uv);
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// frag_color = vec4(fs_norm * 0.5 + 0.5, 1.0);
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// vec2 uv = fs_uv * 0.5 + 0.5;
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// frag_color = vec4(uv, 0.0, 1.0);
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}
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@end
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@program obj vs fs
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