Added texture data format support
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@ -17,10 +17,10 @@ void SimpleBillboardedShader::compile() {
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// Vertex Shader
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"#version 330 core\n"
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"layout (location = 0) in vec3 aPos;\n"
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"layout (location = 1) in vec2 aTexCoord;\n"
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"layout (location = 1) in vec2 aTexCoord;\n" +
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RenderPipelineShaderBuffer::getShaderUniform() + ""
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"uniform mat4 u_Proj;\n"
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"uniform mat4 u_View;\n"
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"uniform mat4 u_Model;\n"
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"out vec2 o_TextCoord;\n"
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@ -31,7 +31,7 @@ void SimpleBillboardedShader::compile() {
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"vec3 right = normalize(cross(up, viewDirection));\n"
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"up = normalize(cross(viewDirection, right));\n"
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"vec3 billboardPosCam = vec3(u_View * vec4(billboardPos, 1.0));\n"
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"gl_Position = u_Proj * vec4(billboardPosCam + (right * aPos.x + up * aPos.y), 1.0);\n"
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"gl_Position = u_Projection * vec4(billboardPosCam + (right * aPos.x + up * aPos.y), 1.0);\n"
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"o_TextCoord = vec2(aTexCoord.x, aTexCoord.y);\n"
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"}",
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@ -53,10 +53,10 @@ void SimpleBillboardedShader::compile() {
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);
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#endif
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this->paramProjection = this->getParameterByName("u_Proj");
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this->paramView = this->getParameterByName("u_View");
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this->paramModel = this->getParameterByName("u_Model");
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this->paramColor = this->getParameterByName("u_Color");
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this->paramTexture = this->getParameterByName("u_Text");
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this->paramHasTexture = this->getParameterByName("u_HasTexture");
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this->bufferRenderPipeline = this->getBufferLocationByName(RenderPipelineShaderBuffer::getShaderUniformName());
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}
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@ -5,12 +5,12 @@
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#pragma once
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#include "display/shader/Shader.hpp"
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#include "display/shader/buffers/RenderPipelineShaderBuffer.hpp"
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namespace Dawn {
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class SimpleBillboardedShader : public Shader {
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public:
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shaderparameter_t paramProjection;
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shaderparameter_t paramView;
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shaderbufferlocation_t bufferRenderPipeline;
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shaderparameter_t paramModel;
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shaderparameter_t paramColor;
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shaderparameter_t paramTexture;
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