Continued with lighting

This commit is contained in:
Michel Fedde 2020-12-14 15:52:14 +01:00
parent 597a14743b
commit e88d972ecc
12 changed files with 95 additions and 6 deletions

View file

@ -11,7 +11,7 @@ out vec2 FragPos;
void main() {
vTexture = aTex;
FragPos = vec2(ModelMatrix * vec4(aPos, 1));
gl_Position = MVP * vec4(aPos, 1);

View file

@ -4,13 +4,17 @@ layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTex;
uniform mat4 MVP;
uniform mat4 ModelMatrix;
out vec2 vTexture;
out vec2 FragPos;
void vertex();
void main() {
vTexture = aTex;
FragPos = vec2(ModelMatrix * vec4(aPos, 1));
gl_Position = MVP * vec4(aPos, 1);

View file

@ -52,6 +52,7 @@ namespace SM.Base.PostProcess
GL.BindVertexArray(Plate.Object);
Uniforms["MVP"].SetMatrix4(PostProcessEffect.Mvp);
Uniforms["ModelMatrix"].SetMatrix4(PostProcessEffect.Model);
Uniforms["renderedTexture"].SetTexture(color, 0);
GL.DrawArrays(PrimitiveType.Quads, 0, 4);
@ -72,6 +73,7 @@ namespace SM.Base.PostProcess
GL.BindVertexArray(Plate.Object);
Uniforms["MVP"].SetMatrix4(PostProcessEffect.Mvp);
Uniforms["ModelMatrix"].SetMatrix4(PostProcessEffect.Model);
Uniforms["renderedTexture"].SetTexture(color, 0);
setUniformAction(Uniforms);