[EDIT] code style guide - toolbox & main
This commit is contained in:
@@ -1,5 +1,5 @@
|
||||
#include "StaticShader.h"
|
||||
#include "../toolbox/Toolbox.h"
|
||||
#include "../toolbox/math.h"
|
||||
|
||||
namespace shaders
|
||||
{
|
||||
@@ -69,7 +69,7 @@ namespace shaders
|
||||
|
||||
void StaticShader::loadViewMatrix(entities::Camera& camera) const
|
||||
{
|
||||
const glm::mat4 viewMatrix = toolbox::createViewMatrix(camera);
|
||||
const glm::mat4 viewMatrix = toolbox::CreateViewMatrix(camera);
|
||||
loadMatrix(location_viewMatrix, viewMatrix);
|
||||
}
|
||||
|
||||
|
||||
@@ -1,17 +0,0 @@
|
||||
#version 400 core
|
||||
// The FragmentShader is run for each pixel in a face on the screen.
|
||||
|
||||
|
||||
// Interpolated textureCoordinates of the vertex (relative to the distance to each vertex)
|
||||
in vec2 passTextureCoords;
|
||||
|
||||
// Final color of the pixel
|
||||
out vec4 outColor;
|
||||
|
||||
// The texture of the model
|
||||
uniform sampler2D textureSampler;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
outColor = texture(textureSampler, passTextureCoords);
|
||||
}
|
||||
@@ -1,25 +0,0 @@
|
||||
#version 400 core
|
||||
// The VertexShader is run for each vertex on the screen.
|
||||
|
||||
|
||||
// Position of the vertex
|
||||
in vec3 position;
|
||||
// Coordinates of the texture
|
||||
in vec2 textureCoords;
|
||||
|
||||
// Equal to the textureCoords
|
||||
out vec2 passTextureCoords;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform mat4 projectionMatrix;
|
||||
uniform mat4 viewMatrix;
|
||||
|
||||
|
||||
void main(void)
|
||||
{
|
||||
// Tell OpenGL where to render the vertex
|
||||
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(position, 1.0);
|
||||
|
||||
// Pass the textureCoords directly to the fragment shader
|
||||
passTextureCoords = textureCoords;
|
||||
}
|
||||
Reference in New Issue
Block a user