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-rw-r--r--Data/Resources/Shaders/BaseColor.glsl43
-rw-r--r--Data/Resources/Shaders/Editor-UI.glsl12
-rw-r--r--Data/Scripts/Editor/AssetBrowser.lua2
3 files changed, 51 insertions, 6 deletions
diff --git a/Data/Resources/Shaders/BaseColor.glsl b/Data/Resources/Shaders/BaseColor.glsl
new file mode 100644
index 0000000..b1aed17
--- /dev/null
+++ b/Data/Resources/Shaders/BaseColor.glsl
@@ -0,0 +1,43 @@
+#version 330 core
+
+VSH_BEGIN
+
+vec3 vPos;
+vec3 vNormal;
+vec4 vTangent;
+vec4 vColor;
+vec2 vUV;
+vec2 vUV2;
+vec2 vUV3;
+vec2 vUV4;
+
+uniform mat4 gamelab_mat_model;
+uniform mat4 gamelab_mat_vp;
+uniform vec4 gamelab_screen;
+uniform vec4 gamelab_time;
+
+uniform mat4 mvp;
+
+out vec2 uv;
+
+void main()
+{
+ vec4 clip = mvp * vec4(vPos, -1, 1.0);
+ gl_Position = clip;
+ uv = vUV;
+}
+
+VSH_END
+
+FSH_BEGIN
+uniform sampler2D uiTex;
+
+in vec2 uv;
+
+out vec4 FragColor;
+
+void main()
+{
+ FragColor = texture(uiTex, uv);
+}
+FSH_END
diff --git a/Data/Resources/Shaders/Editor-UI.glsl b/Data/Resources/Shaders/Editor-UI.glsl
index 493ed9b..91aeb01 100644
--- a/Data/Resources/Shaders/Editor-UI.glsl
+++ b/Data/Resources/Shaders/Editor-UI.glsl
@@ -1,8 +1,5 @@
#version 330 core
-uniform vec4 screenSize;
-uniform vec4 windowSize;
-
VSH_BEGIN
layout (location = 0) in vec2 vPos;
@@ -10,21 +7,26 @@ layout (location = 1) in vec2 vUV;
uniform mat4 mvp;
+out vec2 uv;
+
void main()
{
vec4 clip = mvp * vec4(vPos, -1, 1.0);
gl_Position = clip;
+ uv = vUV;
}
VSH_END
FSH_BEGIN
+uniform sampler2D uiTex;
+
+in vec2 uv;
out vec4 FragColor;
void main()
{
- FragColor = vec4(1,1,1,1);
+ FragColor = texture(uiTex, uv);
}
-
FSH_END
diff --git a/Data/Scripts/Editor/AssetBrowser.lua b/Data/Scripts/Editor/AssetBrowser.lua
index 65f6f6f..9e77bc8 100644
--- a/Data/Scripts/Editor/AssetBrowser.lua
+++ b/Data/Scripts/Editor/AssetBrowser.lua
@@ -78,7 +78,7 @@ AssetBrowser.OnGUI = function(self)
Engine.Rendering.SetMatrix44("mvp", ortho)
Engine.Rendering.SetTexture("tex", tex)
Engine.Rendering.DrawUIQuad({10, 30, 100, 100})
-
+
Engine.Rendering.ResetUniformState()
end