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author | Tomasz Kramkowski <tk@the-tk.com> | 2018-05-02 21:22:03 +0100 |
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committer | Tomasz Kramkowski <tk@the-tk.com> | 2018-05-02 21:22:03 +0100 |
commit | b659c412263f6dd7df962f7d42f4f51b7c3d5609 (patch) | |
tree | e2495e0b1446527b909a9c9fa2776797c7c28221 /vert.glsl | |
parent | ec93a8eddf70adef2b1439a511d990021ad25d99 (diff) | |
download | faqe-b659c412263f6dd7df962f7d42f4f51b7c3d5609.tar.gz faqe-b659c412263f6dd7df962f7d42f4f51b7c3d5609.tar.xz faqe-b659c412263f6dd7df962f7d42f4f51b7c3d5609.zip |
Implement diffuse texture loading and basic material support
Diffstat (limited to 'vert.glsl')
-rw-r--r-- | vert.glsl | 2 |
1 files changed, 2 insertions, 0 deletions
@@ -7,6 +7,7 @@ layout (location = 2) in vec2 uv; out vec3 vnorm; out vec3 fpos; +out vec2 fuv; out vec3 lipos; uniform mat4 model; @@ -19,6 +20,7 @@ void main() gl_Position = proj * view * model * vec4(pos, 1.0); fpos = vec3(view * model * vec4(pos, 1.0)); + fuv = uv; // TODO: Try to work out how to only do this ONCE in C or see if it matters vnorm = mat3(transpose(inverse(view * model))) * norm; lipos = vec3(view * vec4(light, 1.0)); |