gKit2 light
tuto9_textures.glsl
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1 
3 
4 #version 330
5 
6 #ifdef VERTEX_SHADER
7 layout(location= 0) in vec3 position;
8 layout(location= 1) in vec2 texcoord;
9 
10 uniform mat4 mvpMatrix;
11 
12 out vec2 vertex_texcoord;
13 
14 void main( )
15 {
16  gl_Position= mvpMatrix * vec4(position, 1);
17  vertex_texcoord= texcoord;
18 }
19 
20 #endif
21 
22 
23 #ifdef FRAGMENT_SHADER
24 out vec4 fragment_color;
25 
26 in vec2 vertex_texcoord;
27 
28 uniform sampler2D texture0;
29 uniform sampler2D texture1;
30 
31 void main( )
32 {
33  vec4 color0= texture(texture0, vertex_texcoord);
34  vec4 color1= texture(texture1, vertex_texcoord);
35 
36  fragment_color= color0 * color1;
37 }
38 
39 #endif
vecteur generique, utilitaire.
Definition: vec.h:131
vecteur generique, utilitaire.
Definition: vec.h:146
vecteur generique 4d, ou 3d homogene, utilitaire.
Definition: vec.h:168