[CORE][ADD] Thumbnail shader

This commit is contained in:
Linloir 2022-12-18 23:46:40 +08:00
parent 947cd9b445
commit 7b9d8766d0
No known key found for this signature in database
GPG Key ID: 58EEB209A0F2C366
4 changed files with 48 additions and 0 deletions

View File

@ -184,6 +184,8 @@
<None Include="skyboxvertexshader.glsl" />
<None Include="terrainfragmentshader.glsl" />
<None Include="terrainvertexshader.glsl" />
<None Include="thumbnailfragmentshader.glsl" />
<None Include="thumbnailvertexshader.glsl" />
<None Include="vertexshader.glsl" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -300,5 +300,11 @@
<None Include="boundfragmentshader.glsl">
<Filter>Resource Files</Filter>
</None>
<None Include="thumbnailvertexshader.glsl">
<Filter>Resource Files</Filter>
</None>
<None Include="thumbnailfragmentshader.glsl">
<Filter>Resource Files</Filter>
</None>
</ItemGroup>
</Project>

View File

@ -0,0 +1,19 @@
#version 430 core
out vec4 FragColor;
struct Material {
sampler2D texture_diffuse1;
sampler2D texture_specular1;
float shininess;
};
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoords;
uniform Material material;
void main()
{
FragColor = texture(material.texture_diffuse1, TexCoords);
}

View File

@ -0,0 +1,21 @@
#version 430 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec3 FragPos;
out vec3 Normal;
out vec2 TexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords;
gl_Position = projection * view * vec4(FragPos, 1.0);
}