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authorknolax <1339802534.kk@gmail.com>2017-02-28 11:05:31 -0500
committerknolax <1339802534.kk@gmail.com>2017-02-28 11:05:31 -0500
commitcf3f284a5f24bd02006e9ff929cc29d10c428a3e (patch)
treee23fabd9a851ffdce0b48783c1903f40b6bfe573 /example/vertexshader.glsl
parent0c2c626fbdfd7836f086eb8f4039a394368b7974 (diff)
textures loaded properly now but without functional alpha layer.
Diffstat (limited to 'example/vertexshader.glsl')
-rw-r--r--example/vertexshader.glsl3
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;
}