depth buffer compiles and switched to 3d vertices

This commit is contained in:
2019-09-11 22:04:43 -07:00
parent 73456dc58d
commit f6adbd80d1
12 changed files with 64 additions and 63 deletions

View File

@@ -1,7 +1,7 @@
#version 450
// These come in from the vertex definition
layout(location = 0) in vec2 v_position;
layout(location = 0) in vec3 v_position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 ti_position;
@@ -10,7 +10,7 @@ layout(location = 0) out vec4 out_color;
void main() {
out_color = color;
gl_Position = vec4(v_position, 0.0, 1.0);
gl_Position = vec4(v_position, 1.0);
}

View File

@@ -1,7 +0,0 @@
#version 450
layout(location = 0) out vec4 f_color;
void main() {
f_color = vec4(1.0, 0.0, 0.0, 1.0);
}

View File

@@ -1,7 +0,0 @@
#version 450
layout(location = 0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}

View File

@@ -2,7 +2,7 @@
// SIMPLE IMAGE : VERTEX SHADER
// These come in from the vertex definition
layout(location = 0) in vec2 v_position;
layout(location = 0) in vec3 v_position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 ti_position;
@@ -11,7 +11,7 @@ layout(location = 0) out vec2 img_coords;
void main() {
gl_Position = vec4(v_position, 0.0, 1.0);
gl_Position = vec4(v_position, 1.0);
img_coords = ti_position;
}

View File

@@ -3,7 +3,7 @@
// These come in from the vertex definition
// TODO : Need to add texture coordinate attribute so I can single VBO all these sumbitches
layout(location = 0) in vec2 v_position;
layout(location = 0) in vec3 v_position;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 ti_position;
@@ -12,7 +12,7 @@ layout(location = 0) out vec2 tex_coords;
void main() {
gl_Position = vec4(v_position, 0.0, 1.0);
gl_Position = vec4(v_position, 1.0);
tex_coords = ti_position;
}