From 8d9b24b1b84107c90a77d94c86a810cc068fe073 Mon Sep 17 00:00:00 2001 From: dec05eba Date: Wed, 19 Feb 2020 22:14:12 +0100 Subject: Fix rendering of texture with multiple frames --- shaders/fragment.frag | 1 + shaders/sand_fragment.frag | 6 ++++-- shaders/sand_vertex.vert | 8 +++++++- 3 files changed, 12 insertions(+), 3 deletions(-) (limited to 'shaders') diff --git a/shaders/fragment.frag b/shaders/fragment.frag index b078a58..ee6106d 100644 --- a/shaders/fragment.frag +++ b/shaders/fragment.frag @@ -8,4 +8,5 @@ uniform sampler2D tex; void main() { out_color = texture(tex, texcoord_frag); + //out_color = vec4(1.0, 0.0, 0.0, 1.0); } \ No newline at end of file diff --git a/shaders/sand_fragment.frag b/shaders/sand_fragment.frag index 60791c2..b078a58 100644 --- a/shaders/sand_fragment.frag +++ b/shaders/sand_fragment.frag @@ -1,9 +1,11 @@ #version 330 core +in vec2 texcoord_frag; + out vec4 out_color; -uniform vec3 triangle_color; +uniform sampler2D tex; void main() { - out_color = vec4(triangle_color, 1.0); + out_color = texture(tex, texcoord_frag); } \ No newline at end of file diff --git a/shaders/sand_vertex.vert b/shaders/sand_vertex.vert index f254dbc..8f746ad 100644 --- a/shaders/sand_vertex.vert +++ b/shaders/sand_vertex.vert @@ -1,15 +1,21 @@ #version 330 core in vec3 position; +in vec2 texcoord_vert; + +out vec2 texcoord_frag; uniform float time; uniform mat4 proj; uniform mat4 view; uniform mat4 model; +uniform sampler2D tex; void main() { + texcoord_frag = texcoord_vert; vec3 pos = position; - pos.z = sin(pos.x + time) * cos(pos.y + time); + //pos.z = sin(pos.x + time) * cos(pos.y + time); + pos.z = texture2D(tex, pos.xy).r * 0.05; gl_Position = proj * view * model * vec4(pos, 1.0); } \ No newline at end of file -- cgit v1.2.3