UPD: Use texture for coloring
This commit is contained in:
parent
cfe51648bd
commit
0b2f7ba60f
@ -1,12 +1,12 @@
|
||||
# Blender 5.2.0 LTS MTL File: 'chess.blend'
|
||||
# Blender 5.2.0 LTS MTL File: 'None'
|
||||
# www.blender.org
|
||||
|
||||
newmtl Material.002
|
||||
Ns 735.817688
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 1.000000
|
||||
illum 2
|
||||
map_Kd chess_blue.png
|
||||
|
||||
@ -1,7 +1,10 @@
|
||||
#version 460 core
|
||||
|
||||
in vec2 pass_textureCoords;
|
||||
|
||||
uniform sampler2D textureSampler;
|
||||
out vec4 fragColor;
|
||||
|
||||
void main() {
|
||||
fragColor = vec4(1.0, 0.5, 0.2, 1.0);
|
||||
fragColor = texture(textureSampler, pass_textureCoords);
|
||||
}
|
||||
@ -1,11 +1,19 @@
|
||||
#version 460 core
|
||||
layout(location = 0) in vec3 position;
|
||||
layout(location = 1) in vec3 normal;
|
||||
layout(location = 2) in vec2 textureCoords;
|
||||
|
||||
uniform mat4 transformationMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
|
||||
out vec2 pass_textureCoords;
|
||||
out vec3 surfaceNormal;
|
||||
|
||||
void main() {
|
||||
vec4 worldPosition = transformationMatrix * vec4(position, 1.0f);
|
||||
gl_Position = projectionMatrix * viewMatrix * worldPosition;
|
||||
pass_textureCoords = textureCoords;
|
||||
|
||||
surfaceNormal = (transformationMatrix * vec4(normal , 0.f)).xyz;
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user