diff options
Diffstat (limited to 'Data')
-rw-r--r-- | Data/Resources/Shaders/BaseColor.glsl | 43 | ||||
-rw-r--r-- | Data/Resources/Shaders/Editor-UI.glsl | 12 | ||||
-rw-r--r-- | Data/Scripts/Editor/AssetBrowser.lua | 2 |
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
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