Fixed whatever was wrong with my shader
This commit is contained in:
		| @@ -30,6 +30,7 @@ namespace Dawn { | ||||
|        | ||||
|       void setDefaultParameters(Material *material) override { | ||||
|         material->colorValues[this->paramColor] = COLOR_WHITE; | ||||
|         material->textureValues[this->paramTexture] = nullptr; | ||||
|       } | ||||
|  | ||||
|       void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override { | ||||
| @@ -45,12 +46,12 @@ namespace Dawn { | ||||
|         shaderparameter_t param, | ||||
|         Texture *texture | ||||
|       ) override { | ||||
|         if(texture == nullptr) { | ||||
|         if(texture == nullptr || !texture->isReady()) { | ||||
|           this->setBoolean(this->paramHasTexture, false); | ||||
|         } else { | ||||
|           this->setBoolean(this->paramHasTexture, true); | ||||
|           this->setTextureSlot(param, 0x00); | ||||
|           texture->bind(0x00); | ||||
|           this->setTextureSlot(param, 0x01); | ||||
|           texture->bind(0x01); | ||||
|         } | ||||
|       } | ||||
|  | ||||
| @@ -73,11 +74,11 @@ namespace Dawn { | ||||
|  | ||||
|           // Fragment Shader | ||||
|           "#version 330 core\n" | ||||
|           "out vec4 o_Color;\n" | ||||
|           "in vec2 o_TextCoord;\n" | ||||
|           "out vec4 o_Color;\n" | ||||
|           "uniform vec4 u_Color;\n" | ||||
|           "uniform sampler2D u_Text;\n" | ||||
|           "uniform bool u_HasTexture;\n" | ||||
|           "uniform sampler2D u_Text;\n" | ||||
|  | ||||
|           "void main() {\n" | ||||
|             "if(u_HasTexture) {\n" | ||||
|   | ||||
| @@ -30,6 +30,7 @@ namespace Dawn { | ||||
|        | ||||
|       void setDefaultParameters(Material *material) override { | ||||
|         material->colorValues[this->paramColor] = COLOR_WHITE; | ||||
|         material->textureValues[this->paramTexture] = nullptr; | ||||
|       } | ||||
|  | ||||
|       void setGlobalParameters(glm::mat4 proj, glm::mat4 view) override { | ||||
| @@ -73,11 +74,11 @@ namespace Dawn { | ||||
|  | ||||
|           // Fragment Shader | ||||
|           "#version 330 core\n" | ||||
|           "out vec4 o_Color;\n" | ||||
|           "in vec2 o_TextCoord;\n" | ||||
|           "out vec4 o_Color;\n" | ||||
|           "uniform vec4 u_Color;\n" | ||||
|           "uniform sampler2D u_Text;\n" | ||||
|           "uniform bool u_HasTexture;\n" | ||||
|           "uniform sampler2D u_Text;\n" | ||||
|  | ||||
|           "void main() {\n" | ||||
|             "if(u_HasTexture) {\n" | ||||
| @@ -98,7 +99,6 @@ namespace Dawn { | ||||
|         this->setBoolean(this->paramHasTexture, false); | ||||
|       } | ||||
|  | ||||
|  | ||||
|       void setUICamera(glm::mat4 view, glm::mat4 projection) { | ||||
|         this->setMatrix(this->paramView, view); | ||||
|         this->setMatrix(this->paramProjection, projection); | ||||
|   | ||||
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