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author | knolax <1339802534.kk@gmail.com> | 2017-02-28 11:05:31 -0500 |
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committer | knolax <1339802534.kk@gmail.com> | 2017-02-28 11:05:31 -0500 |
commit | cf3f284a5f24bd02006e9ff929cc29d10c428a3e (patch) | |
tree | e23fabd9a851ffdce0b48783c1903f40b6bfe573 /example/vertexshader.glsl | |
parent | 0c2c626fbdfd7836f086eb8f4039a394368b7974 (diff) |
textures loaded properly now but without functional alpha layer.
Diffstat (limited to 'example/vertexshader.glsl')
-rw-r--r-- | example/vertexshader.glsl | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/example/vertexshader.glsl b/example/vertexshader.glsl index f60ec9f..8ba8228 100644 --- a/example/vertexshader.glsl +++ b/example/vertexshader.glsl @@ -5,12 +5,15 @@ uniform mat4 cam; uniform mat4 rot; in vec3 position; in vec3 vnormal; +in vec3 texcoord; varying vec4 fragpos; varying vec4 fragnormal; // if this needs to not be blended jsut have all vertexes in a poly be the same +varying vec2 fragtexcoord; void main() { //this is the actual position gl_Position = proj * cam * tran * vec4(position, 1.0f);// - vec4(gl_Normal, 1.0f); fragpos = tran * vec4(position, 1.0f); fragnormal = (tran * vec4(vnormal, 1.0f)) - (tran * vec4(0.0, 0.0, 0.0, 1.0)); + fragtexcoord = texcoord.xy; } |