Remove textures
|
|
@ -8,7 +8,7 @@ WINDOW_TITLE :: "ECS Test"
|
|||
// Behaviour
|
||||
SPAWN_INTERVAL :: 0.2 // in seconds
|
||||
GRAVITY_CONSTANT :: -2.5
|
||||
SPAWN_AREA :: 50 // one side
|
||||
SPAWN_AREA :: 30 // one side
|
||||
Y_DESPAWN_CUTOFF :: -15
|
||||
|
||||
// Colors
|
||||
|
|
@ -25,4 +25,4 @@ BORDER_COLOR :: [4]f32{ 0, 0, 0, 1 }
|
|||
// User
|
||||
MOVEMENT_SPEED :: 3.0
|
||||
LOOK_SENSITIVITY :: 0.15
|
||||
START_POSITION :: [3]f32{ 30, 0, 60 }
|
||||
START_POSITION :: [3]f32{ 15, 0, 60 }
|
||||
|
|
|
|||
|
|
@ -24,9 +24,12 @@ import program_config "../config"
|
|||
|
||||
import shaders "../shaders/out"
|
||||
|
||||
VertexData :: struct {
|
||||
CubeVertexData :: struct {
|
||||
pos: Vec3,
|
||||
}
|
||||
|
||||
OutlineVertexData :: struct {
|
||||
pos: Vec3,
|
||||
uv: Vec2,
|
||||
}
|
||||
|
||||
Mesh :: struct {
|
||||
|
|
@ -37,8 +40,6 @@ Mesh :: struct {
|
|||
Material :: struct {
|
||||
pipeline: sg.Pipeline,
|
||||
shader: sg.Shader,
|
||||
image: sg.Image,
|
||||
sampler: sg.Sampler,
|
||||
}
|
||||
|
||||
RenderSystem :: struct {
|
||||
|
|
@ -57,7 +58,6 @@ init_outline_material :: proc(render_system: ^RenderSystem) {
|
|||
layout = {
|
||||
attrs = {
|
||||
shaders.ATTR_outline_pos = { format = .FLOAT3 },
|
||||
shaders.ATTR_outline_uv = { format = .FLOAT2 },
|
||||
},
|
||||
},
|
||||
index_type = .UINT16,
|
||||
|
|
@ -73,12 +73,9 @@ init_outline_material :: proc(render_system: ^RenderSystem) {
|
|||
sample_count = 4,
|
||||
})
|
||||
|
||||
sampler := sg.make_sampler({})
|
||||
|
||||
render_system.materials[.Outline] = Material{
|
||||
shader = shader,
|
||||
pipeline = pipeline,
|
||||
sampler = sampler,
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -90,7 +87,6 @@ init_cube_material :: proc(render_system: ^RenderSystem) {
|
|||
layout = {
|
||||
attrs = {
|
||||
shaders.ATTR_cube_pos = { format = .FLOAT3 },
|
||||
shaders.ATTR_cube_uv = { format = .FLOAT2 },
|
||||
},
|
||||
},
|
||||
index_type = .UINT16,
|
||||
|
|
@ -106,69 +102,44 @@ init_cube_material :: proc(render_system: ^RenderSystem) {
|
|||
sample_count = 4,
|
||||
})
|
||||
|
||||
w, h: i32
|
||||
pixels := stbi.load("res/white.png", &w, &h, nil, 4)
|
||||
assert(pixels != nil)
|
||||
defer(stbi.image_free(pixels))
|
||||
|
||||
image := sg.make_image({
|
||||
width = w,
|
||||
height = h,
|
||||
pixel_format = .RGBA8,
|
||||
data = {
|
||||
subimage = {
|
||||
0 = {
|
||||
0 = {
|
||||
ptr = pixels,
|
||||
size = uint(w * h * 4)
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
})
|
||||
|
||||
sampler := sg.make_sampler({})
|
||||
|
||||
render_system.materials[.Cube] = Material{
|
||||
shader = shader,
|
||||
pipeline = pipeline,
|
||||
image = image,
|
||||
sampler = sampler,
|
||||
}
|
||||
}
|
||||
|
||||
@(private)
|
||||
init_cube_mesh :: proc (render_system: ^RenderSystem) {
|
||||
cube_vertices := []VertexData {
|
||||
{ pos = { -0.5, -0.5, 0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, 0.5, 0.5 }, uv = { 0, 1 } },
|
||||
cube_vertices := []CubeVertexData {
|
||||
{ pos = { -0.5, -0.5, 0.5 } },
|
||||
{ pos = { 0.5, -0.5, 0.5 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 } },
|
||||
{ pos = { -0.5, 0.5, 0.5 } },
|
||||
|
||||
{ pos = { -0.5, -0.5, -0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, uv = { 0, 1 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, -0.5, -0.5 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 } },
|
||||
|
||||
{ pos = { -0.5, 0.5, 0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, uv = { 0, 1 } },
|
||||
{ pos = { -0.5, 0.5, 0.5 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 } },
|
||||
|
||||
{ pos = { -0.5, -0.5, 0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, -0.5, 0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, -0.5, -0.5 }, uv = { 0, 1 } },
|
||||
{ pos = { -0.5, -0.5, 0.5 } },
|
||||
{ pos = { 0.5, -0.5, 0.5 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 } },
|
||||
{ pos = { -0.5, -0.5, -0.5 } },
|
||||
|
||||
{ pos = { 0.5, -0.5, 0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 }, uv = { 1, 1 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 }, uv = { 0, 1 } },
|
||||
{ pos = { 0.5, -0.5, 0.5 } },
|
||||
{ pos = { 0.5, -0.5, -0.5 } },
|
||||
{ pos = { 0.5, 0.5, -0.5 } },
|
||||
{ pos = { 0.5, 0.5, 0.5 } },
|
||||
|
||||
{ pos = { -0.5, -0.5, 0.5 }, uv = { 1, 0 } },
|
||||
{ pos = { -0.5, -0.5, -0.5 }, uv = { 0, 0 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 }, uv = { 0, 1 } },
|
||||
{ pos = { -0.5, 0.5, 0.5 }, uv = { 1, 1 } },
|
||||
{ pos = { -0.5, -0.5, 0.5 } },
|
||||
{ pos = { -0.5, -0.5, -0.5 } },
|
||||
{ pos = { -0.5, 0.5, -0.5 } },
|
||||
{ pos = { -0.5, 0.5, 0.5 } },
|
||||
}
|
||||
vertex_buffer := sg.make_buffer({
|
||||
data = sg_range(cube_vertices)
|
||||
|
|
@ -225,13 +196,10 @@ render_system_delete :: proc(render_system: ^RenderSystem, coordinator: ^Coordin
|
|||
sg.destroy_buffer(cube_mesh.vertex_buffer)
|
||||
|
||||
cube_material := render_system.materials[.Cube]
|
||||
sg.destroy_image(cube_material.image)
|
||||
sg.destroy_sampler(cube_material.sampler)
|
||||
sg.destroy_pipeline(cube_material.pipeline)
|
||||
sg.destroy_shader(cube_material.shader)
|
||||
|
||||
outline_material := render_system.materials[.Outline]
|
||||
sg.destroy_sampler(outline_material.sampler)
|
||||
sg.destroy_pipeline(outline_material.pipeline)
|
||||
sg.destroy_shader(outline_material.shader)
|
||||
|
||||
|
|
@ -313,9 +281,6 @@ cube_pass :: proc(render_system: ^RenderSystem, coordinator: ^Coordinator, proj:
|
|||
|
||||
sg.apply_pipeline(material.pipeline)
|
||||
sg.apply_bindings({
|
||||
images = { shaders.IMG_tex = material.image },
|
||||
samplers = { shaders.SMP_smp = material.sampler },
|
||||
|
||||
vertex_buffers = { 0 = mesh.vertex_buffer },
|
||||
index_buffer = mesh.index_buffer,
|
||||
})
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 165 B |
|
Before Width: | Height: | Size: 162 B |
|
Before Width: | Height: | Size: 165 B |
BIN
res/white.png
|
Before Width: | Height: | Size: 105 B |
|
|
@ -16,25 +16,13 @@ import sg "../../sokol/gfx"
|
|||
Fragment Shader: fs_cube
|
||||
Attributes:
|
||||
ATTR_cube_pos => 0
|
||||
ATTR_cube_uv => 1
|
||||
Bindings:
|
||||
Uniform block 'VsParamsCube':
|
||||
Odin struct: Vsparamscube
|
||||
Bind slot: UB_VsParamsCube => 0
|
||||
Image 'tex':
|
||||
Image type: ._2D
|
||||
Sample type: .FLOAT
|
||||
Multisampled: false
|
||||
Bind slot: IMG_tex => 0
|
||||
Sampler 'smp':
|
||||
Type: .FILTERING
|
||||
Bind slot: SMP_smp => 0
|
||||
*/
|
||||
ATTR_cube_pos :: 0
|
||||
ATTR_cube_uv :: 1
|
||||
UB_VsParamsCube :: 0
|
||||
IMG_tex :: 0
|
||||
SMP_smp :: 0
|
||||
Vsparamscube :: struct #align(16) {
|
||||
using _: struct #packed {
|
||||
mvp: Mat4,
|
||||
|
|
@ -56,14 +44,12 @@ Vsparamscube :: struct #align(16) {
|
|||
struct main0_out
|
||||
{
|
||||
float4 color [[user(locn0)]];
|
||||
float2 tex_coord [[user(locn1)]];
|
||||
float4 gl_Position [[position]];
|
||||
};
|
||||
|
||||
struct main0_in
|
||||
{
|
||||
float3 pos [[attribute(0)]];
|
||||
float2 uv [[attribute(1)]];
|
||||
};
|
||||
|
||||
vertex main0_out main0(main0_in in [[stage_in]], constant VsParamsCube& _19 [[buffer(0)]])
|
||||
|
|
@ -71,13 +57,12 @@ Vsparamscube :: struct #align(16) {
|
|||
main0_out out = {};
|
||||
out.gl_Position = _19.mvp * float4(in.pos, 1.0);
|
||||
out.color = _19.col;
|
||||
out.tex_coord = in.uv;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
@(private="file")
|
||||
vs_cube_source_metal_macos := [593]u8 {
|
||||
vs_cube_source_metal_macos := [496]u8 {
|
||||
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
|
||||
0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,
|
||||
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|
||||
|
|
@ -90,32 +75,26 @@ vs_cube_source_metal_macos := [593]u8 {
|
|||
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||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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|
||||
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|
||||
0x6f,0x61,0x74,0x34,0x28,0x69,0x6e,0x2e,0x70,0x6f,0x73,0x2c,0x20,0x31,0x2e,0x30,
|
||||
0x29,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,0x63,0x6f,0x6c,0x6f,0x72,
|
||||
0x20,0x3d,0x20,0x5f,0x31,0x39,0x2e,0x63,0x6f,0x6c,0x3b,0x0a,0x20,0x20,0x20,0x20,
|
||||
0x72,0x65,0x74,0x75,0x72,0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
|
||||
}
|
||||
/*
|
||||
#include <metal_stdlib>
|
||||
|
|
@ -131,19 +110,18 @@ vs_cube_source_metal_macos := [593]u8 {
|
|||
struct main0_in
|
||||
{
|
||||
float4 color [[user(locn0)]];
|
||||
float2 tex_coord [[user(locn1)]];
|
||||
};
|
||||
|
||||
fragment main0_out main0(main0_in in [[stage_in]], texture2d<float> tex [[texture(0)]], sampler smp [[sampler(0)]])
|
||||
fragment main0_out main0(main0_in in [[stage_in]])
|
||||
{
|
||||
main0_out out = {};
|
||||
out.frag_color = tex.sample(smp, in.tex_coord) * in.color;
|
||||
out.frag_color = in.color;
|
||||
return out;
|
||||
}
|
||||
|
||||
*/
|
||||
@(private="file")
|
||||
fs_cube_source_metal_macos := [450]u8 {
|
||||
fs_cube_source_metal_macos := [315]u8 {
|
||||
0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,0x20,0x3c,0x6d,0x65,0x74,0x61,0x6c,0x5f,
|
||||
0x73,0x74,0x64,0x6c,0x69,0x62,0x3e,0x0a,0x23,0x69,0x6e,0x63,0x6c,0x75,0x64,0x65,
|
||||
0x20,0x3c,0x73,0x69,0x6d,0x64,0x2f,0x73,0x69,0x6d,0x64,0x2e,0x68,0x3e,0x0a,0x0a,
|
||||
|
|
@ -155,24 +133,15 @@ fs_cube_source_metal_macos := [450]u8 {
|
|||
0x3b,0x0a,0x0a,0x73,0x74,0x72,0x75,0x63,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,
|
||||
0x69,0x6e,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x66,0x6c,0x6f,0x61,0x74,0x34,0x20,
|
||||
0x63,0x6f,0x6c,0x6f,0x72,0x20,0x5b,0x5b,0x75,0x73,0x65,0x72,0x28,0x6c,0x6f,0x63,
|
||||
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|
||||
0x32,0x20,0x74,0x65,0x78,0x5f,0x63,0x6f,0x6f,0x72,0x64,0x20,0x5b,0x5b,0x75,0x73,
|
||||
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|
||||
0x0a,0x66,0x72,0x61,0x67,0x6d,0x65,0x6e,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,
|
||||
0x6f,0x75,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x28,0x6d,0x61,0x69,0x6e,0x30,0x5f,
|
||||
0x69,0x6e,0x20,0x69,0x6e,0x20,0x5b,0x5b,0x73,0x74,0x61,0x67,0x65,0x5f,0x69,0x6e,
|
||||
0x5d,0x5d,0x2c,0x20,0x74,0x65,0x78,0x74,0x75,0x72,0x65,0x32,0x64,0x3c,0x66,0x6c,
|
||||
0x6f,0x61,0x74,0x3e,0x20,0x74,0x65,0x78,0x20,0x5b,0x5b,0x74,0x65,0x78,0x74,0x75,
|
||||
0x72,0x65,0x28,0x30,0x29,0x5d,0x5d,0x2c,0x20,0x73,0x61,0x6d,0x70,0x6c,0x65,0x72,
|
||||
0x20,0x73,0x6d,0x70,0x20,0x5b,0x5b,0x73,0x61,0x6d,0x70,0x6c,0x65,0x72,0x28,0x30,
|
||||
0x29,0x5d,0x5d,0x29,0x0a,0x7b,0x0a,0x20,0x20,0x20,0x20,0x6d,0x61,0x69,0x6e,0x30,
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
0x29,0x20,0x2a,0x20,0x69,0x6e,0x2e,0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,
|
||||
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|
||||
0x0a,0x00,
|
||||
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|
||||
0x65,0x6e,0x74,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6d,0x61,
|
||||
0x69,0x6e,0x30,0x28,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x69,0x6e,0x20,0x69,0x6e,0x20,
|
||||
0x5b,0x5b,0x73,0x74,0x61,0x67,0x65,0x5f,0x69,0x6e,0x5d,0x5d,0x29,0x0a,0x7b,0x0a,
|
||||
0x20,0x20,0x20,0x20,0x6d,0x61,0x69,0x6e,0x30,0x5f,0x6f,0x75,0x74,0x20,0x6f,0x75,
|
||||
0x74,0x20,0x3d,0x20,0x7b,0x7d,0x3b,0x0a,0x20,0x20,0x20,0x20,0x6f,0x75,0x74,0x2e,
|
||||
0x66,0x72,0x61,0x67,0x5f,0x63,0x6f,0x6c,0x6f,0x72,0x20,0x3d,0x20,0x69,0x6e,0x2e,
|
||||
0x63,0x6f,0x6c,0x6f,0x72,0x3b,0x0a,0x20,0x20,0x20,0x20,0x72,0x65,0x74,0x75,0x72,
|
||||
0x6e,0x20,0x6f,0x75,0x74,0x3b,0x0a,0x7d,0x0a,0x0a,0x00,
|
||||
}
|
||||
cube_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
||||
desc: sg.Shader_Desc
|
||||
|
|
@ -184,22 +153,10 @@ cube_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
|||
desc.fragment_func.source = transmute(cstring)&fs_cube_source_metal_macos
|
||||
desc.fragment_func.entry = "main0"
|
||||
desc.attrs[0].base_type = .FLOAT
|
||||
desc.attrs[1].base_type = .FLOAT
|
||||
desc.uniform_blocks[0].stage = .VERTEX
|
||||
desc.uniform_blocks[0].layout = .STD140
|
||||
desc.uniform_blocks[0].size = 80
|
||||
desc.uniform_blocks[0].msl_buffer_n = 0
|
||||
desc.images[0].stage = .FRAGMENT
|
||||
desc.images[0].multisampled = false
|
||||
desc.images[0].image_type = ._2D
|
||||
desc.images[0].sample_type = .FLOAT
|
||||
desc.images[0].msl_texture_n = 0
|
||||
desc.samplers[0].stage = .FRAGMENT
|
||||
desc.samplers[0].sampler_type = .FILTERING
|
||||
desc.samplers[0].msl_sampler_n = 0
|
||||
desc.image_sampler_pairs[0].stage = .FRAGMENT
|
||||
desc.image_sampler_pairs[0].image_slot = 0
|
||||
desc.image_sampler_pairs[0].sampler_slot = 0
|
||||
}
|
||||
return desc
|
||||
}
|
||||
|
|
|
|||
|
|
@ -16,7 +16,6 @@ import sg "../../sokol/gfx"
|
|||
Fragment Shader: fs_outline
|
||||
Attributes:
|
||||
ATTR_outline_pos => 0
|
||||
ATTR_outline_uv => 1
|
||||
Bindings:
|
||||
Uniform block 'VsParamsOutline':
|
||||
Odin struct: Vsparamsoutline
|
||||
|
|
@ -26,7 +25,6 @@ import sg "../../sokol/gfx"
|
|||
Bind slot: UB_FsParamsOutline => 1
|
||||
*/
|
||||
ATTR_outline_pos :: 0
|
||||
ATTR_outline_uv :: 1
|
||||
UB_VsParamsOutline :: 0
|
||||
UB_FsParamsOutline :: 1
|
||||
Vsparamsoutline :: struct #align(16) {
|
||||
|
|
@ -156,7 +154,6 @@ outline_shader_desc :: proc (backend: sg.Backend) -> sg.Shader_Desc {
|
|||
desc.fragment_func.source = transmute(cstring)&fs_outline_source_metal_macos
|
||||
desc.fragment_func.entry = "main0"
|
||||
desc.attrs[0].base_type = .FLOAT
|
||||
desc.attrs[1].base_type = .FLOAT
|
||||
desc.uniform_blocks[0].stage = .VERTEX
|
||||
desc.uniform_blocks[0].layout = .STD140
|
||||
desc.uniform_blocks[0].size = 64
|
||||
|
|
|
|||
|
|
@ -5,7 +5,6 @@
|
|||
|
||||
@vs vs_cube
|
||||
in vec3 pos;
|
||||
in vec2 uv;
|
||||
|
||||
layout(binding = 0) uniform VsParamsCube {
|
||||
mat4 mvp;
|
||||
|
|
@ -13,27 +12,21 @@ layout(binding = 0) uniform VsParamsCube {
|
|||
};
|
||||
|
||||
out vec4 color;
|
||||
out vec2 tex_coord;
|
||||
|
||||
void main() {
|
||||
gl_Position = mvp * vec4(pos, 1);
|
||||
color = col;
|
||||
tex_coord = uv;
|
||||
}
|
||||
|
||||
@end
|
||||
|
||||
@fs fs_cube
|
||||
in vec4 color;
|
||||
in vec2 tex_coord;
|
||||
|
||||
layout(binding=0) uniform texture2D tex;
|
||||
layout(binding=0) uniform sampler smp;
|
||||
|
||||
out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
frag_color = texture(sampler2D(tex, smp), tex_coord) * color;
|
||||
frag_color = color;
|
||||
}
|
||||
|
||||
@end
|
||||
|
|
|
|||
|
|
@ -5,7 +5,6 @@
|
|||
|
||||
@vs vs_outline
|
||||
in vec3 pos;
|
||||
in vec2 uv;
|
||||
|
||||
layout(binding = 0) uniform VsParamsOutline {
|
||||
mat4 mvp;
|
||||
|
|
|
|||