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authorchai <chaifix@163.com>2021-10-28 16:24:34 +0800
committerchai <chaifix@163.com>2021-10-28 16:24:34 +0800
commit40d40edcdeef4978a0d9c7333b7007d1fa4c0bc6 (patch)
tree5b96c37f9bd85dd0be7a8b880a1de24914ae2880 /Data/Scripts
parent92dd401d75e19281dc7a01492ab3c0996de330fc (diff)
*misc
Diffstat (limited to 'Data/Scripts')
-rw-r--r--Data/Scripts/EditorApplication.lua86
1 files changed, 86 insertions, 0 deletions
diff --git a/Data/Scripts/EditorApplication.lua b/Data/Scripts/EditorApplication.lua
index 36c701a..cc31d3e 100644
--- a/Data/Scripts/EditorApplication.lua
+++ b/Data/Scripts/EditorApplication.lua
@@ -72,6 +72,92 @@ local tex = Resource.LoadTexture("./Resources/Images/brickwall.jpg")
local request = Resource.LoadImageDataAsync("./Resources/Images/brickwall.jpg")
+local vsh = [[
+ #version 330 core
+ layout (location = 0) in vec3 aPos;
+ layout (location = 1) in vec3 aColor;
+ layout (location = 2) in vec2 aTexCoord;
+
+ out vec3 ourColor;
+ out vec2 TexCoord;
+
+ void main()
+ {
+ gl_Position = vec4(aPos, 1.0);
+ ourColor = aColor;
+ TexCoord = vec2(aTexCoord.x, aTexCoord.y);
+ }
+]]
+
+local fsh = [[
+ #version 330 core
+ out vec4 FragColor;
+
+ in vec3 ourColor;
+ in vec2 TexCoord;
+
+ uniform float mixValue;
+
+ // texture samplers
+ uniform sampler2D texture1;
+ uniform sampler2D texture2;
+
+ void main()
+ {
+ // linearly interpolate between both textures
+ FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixValue);
+ }
+]]
+
+local glsl = [[
+
+#version 330 core
+uniform vec2 screenSize;
+
+VSH_BEGIN
+
+layout (location = 0) in vec3 aPos;
+layout (location = 1) in vec3 aColor;
+layout (location = 2) in vec2 aTexCoord;
+
+out vec3 ourColor;
+out vec2 TexCoord;
+
+void main()
+{
+ gl_Position = vec4(aPos, 1.0);
+ ourColor = aColor;
+ TexCoord = vec2(aTexCoord.x, aTexCoord.y);
+}
+
+VSH_END
+
+
+FSH_BEGIN
+
+out vec4 FragColor;
+
+in vec3 ourColor;
+in vec2 TexCoord;
+
+uniform float mixValue;
+
+// texture samplers
+uniform sampler2D texture1;
+uniform sampler2D texture2;
+
+void main()
+{
+ // linearly interpolate between both textures
+ FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), mixValue);
+}
+
+FSH_END
+
+]]
+
+local shader = Rendering.Shader.New(glsl, false)
+
while true do
app:OnStep()