0e3982591e
MyBuiltinTexturedScene (number 7) displays a cube that loads its faces from a hard-coded texture. Mipmaping is supported. Just use the XXX_MIPMAP_XXX Min/Mag filters to use it. TODO next is combining lighting and textures and then up after that is shadows. I may just do lighting and shadows before lighting, shadows, and textures.
14 lines
347 B
GLSL
14 lines
347 B
GLSL
#version 430
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layout(location = 0) in vec3 vertex_position;
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layout(location = 1) in vec2 vertex_uv;
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layout(location = 2) in mat4 model_to_world;
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layout(location = 0) uniform mat4 world_to_projection;
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out vec2 fragment_uv;
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void main()
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{
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fragment_uv = vertex_uv;
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gl_Position = world_to_projection * model_to_world * vec4(vertex_position, 1.0);
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} |