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VERTEX_SHADER = """
#version 330 core
uniform mat4 model; // Model matrix
uniform mat4 view; // View matrix
uniform mat4 projection; // Projection matrix
layout (location=0) in vec3 a_position; // Vertex position
layout (location=1) in vec2 a_texcoord; // Vertex texture coordinates
out vec2 v_texcoord; // Interpolated fragment texture coordinates (out)
void main()
{
// Assign varying variables
v_texcoord = a_texcoord;
// Final position
gl_Position = projection * view * model * vec4(a_position,1.0);
//gl_Position.z = 0.0;
}
"""
FRAGMENT_SHADER = """
#version 330 core
in vec2 v_texcoord; // Interpolated fragment texture coordinates (in)
out vec4 color;
out float gl_FragDepth;
uniform sampler2D u_texture; // Texture
void main()
{
// Get texture color
vec4 t_color = texture(u_texture, v_texcoord);
color = t_color;
// Final color
//gl_FragColor = t_color;//vec4(1.0,0,0,1.0);
}
"""
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