Coloring triangles with texture
This commit is contained in:
@@ -1,11 +1,17 @@
|
||||
#version 330 core
|
||||
|
||||
// Input vertex data, different for all executions of this shader.
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
layout(location = 1) in vec3 vertexColor;
|
||||
out vec3 fragmentColor;
|
||||
layout(location = 1) in vec2 vertexUV;
|
||||
|
||||
// Output data ; will be interpolated for each fragment.
|
||||
out vec2 UV;
|
||||
|
||||
void main(){
|
||||
gl_Position.xyz = vertexPosition_modelspace;
|
||||
gl_Position.w = 1.0;
|
||||
fragmentColor = vertexColor;
|
||||
// Output position of the vertex, in clip space : MVP * position
|
||||
gl_Position = vec4(vertexPosition_modelspace,1);
|
||||
|
||||
// UV of the vertex. No special space for this one.
|
||||
UV = vertexUV;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user