REVIEWED: example: models_textures_tiling shaders

This commit is contained in:
Ray 2025-01-12 20:59:12 +01:00
parent fddfb58f85
commit cfbba79bd3
2 changed files with 17 additions and 11 deletions

View file

@ -7,15 +7,15 @@ varying vec2 fragTexCoord;
varying vec4 fragColor; varying vec4 fragColor;
// Input uniform values // Input uniform values
uniform sampler2D diffuseMap; uniform sampler2D texture0;
uniform vec4 tiling; uniform vec4 colDiffuse;
// NOTE: Add here your custom variables // NOTE: Add here your custom variables
uniform vec2 tiling;
void main() void main()
{ {
vec2 texCoord = fragTexCoord*tiling; vec2 texCoord = fragTexCoord*tiling;
fragColor = texture2D(diffuseMap, texCoord);
gl_FragColor = texture2D(texture0, texCoord)*colDiffuse;
gl_FragColor = fragColor;
} }

View file

@ -1,14 +1,20 @@
#version 330 core #version 330 core
uniform sampler2D diffuseMap; // Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec2 tiling; uniform vec2 tiling;
in vec2 fragTexCoord; out vec4 finalColor;
out vec4 fragColor;
void main() void main()
{ {
vec2 texCoord = fragTexCoord * tiling; vec2 texCoord = fragTexCoord*tiling;
fragColor = texture(diffuseMap, texCoord);
finalColor = texture(texture0, texCoord)*colDiffuse;
} }