daily update on 20240506 by nitload youmu

This commit is contained in:
YoumuLiu
2024-05-07 05:12:28 +08:00
parent 66efce19fc
commit fc19ab3298
83 changed files with 1161 additions and 741 deletions
@@ -1,10 +1,10 @@
#version 330 core
in vec4 TexColor;
in vec2 TexCoord;
out vec4 FragColor;
uniform vec4 color;
uniform sampler2D ourTexture;
uniform sampler2D ourTexture2;
@@ -12,6 +12,6 @@ void main()
{
vec4 tex1 = texture(ourTexture, TexCoord);
vec4 tex2 = texture(ourTexture2,TexCoord);
FragColor = mix(tex1 * vec4( TexColor.xyz, 1.0), tex2, 0.2) /* *vec4( TexColor,1.0) /**/;
FragColor = mix(tex1 * vec4( color.xyz, 1.0), tex2, 0.2) /* *vec4( TexColor,1.0) /**/;
}
@@ -4,23 +4,13 @@ layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTextCoord;
out vec4 TexColor;
out vec2 TexCoord;
uniform vec4 color;
uniform mat4x4 camera;
void main()
{
float as = sin( color.w );
float ac = cos( color.w );
mat4x4 rotation = mat4x4(
ac,-as,0,0,
as,ac,0,0,
0,0,1,0,
0,0,0,1
);
TexColor = color;
TexCoord = aTextCoord;
vec4 temp = vec4(aPos.xyz,1.0);
gl_Position = /**/ camera * /**/ temp;
@@ -1,6 +1,6 @@
#version 330 core
in vec3 TexColor;
in vec4 TexColor;
in vec2 TexCoord;
out vec4 FragColor;
@@ -12,6 +12,6 @@ void main()
{
vec4 tex1 = texture(ourTexture, TexCoord);
vec4 tex2 = texture(ourTexture2,TexCoord);
FragColor = mix(tex1 * vec4( TexColor,1.0),tex2,0.2) /* *vec4( TexColor,1.0) /**/;
FragColor = mix(tex1 * vec4( TexColor.xyz, 1.0), tex2, 0.2) /* *vec4( TexColor,1.0) /**/;
}
@@ -4,17 +4,29 @@ layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aTextCoord;
out vec3 TexColor;
out vec4 TexColor;
out vec2 TexCoord;
uniform vec3 color;
uniform vec4 color;
uniform mat4x4 camera;
void main()
{
gl_Position = vec4(aPos.xyz,1.0) + vec4(color.xy-vec2(0.5,0.5),0.0,0.0);
float as = sin( color.w );
float ac = cos( color.w );
mat4x4 rotation = mat4x4(
ac,-as,0,0,
as,ac,0,0,
0,0,1,0,
0,0,0,1
);
TexColor = color;
TexCoord = aTextCoord;
vec4 temp = vec4(aPos.xyz,1.0);
gl_Position = /**/ camera * /**/ temp;
}
//struct