Mercurial > games > semicongine
changeset 268:d16fd73959c1
update shader to work correctly
author | Sam <sam@basx.dev> |
---|---|
date | Sun, 28 May 2023 18:11:17 +0700 |
parents | a107d9ef1a1f |
children | b5fb27b0f7a4 |
files | tests/test_mesh.nim |
diffstat | 1 files changed, 16 insertions(+), 9 deletions(-) [+] |
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--- a/tests/test_mesh.nim Sun May 28 18:09:20 2023 +0700 +++ b/tests/test_mesh.nim Sun May 28 18:11:17 2023 +0700 @@ -7,11 +7,11 @@ myScene.root.transform = translate3d(0.2'f32, 0'f32, 0'f32) myScene.root.children[0].transform = translate3d(0'f32, 0.2'f32, 0'f32) var scenes = [ - loadScene("default_cube.glb", "1"), + # loadScene("default_cube.glb", "1"), # loadScene("default_cube1.glb", "3"), # loadScene("default_cube2.glb", "4"), # loadScene("flat.glb", "5"), - # loadScene("tutorialk-donat.glb", "6"), + loadScene("tutorialk-donat.glb", "6"), # myScene, # loadScene("personv3.glb", "2"), ] @@ -24,15 +24,19 @@ attr[Vec2f]("texcoord_0", memoryPerformanceHint=PreferFastRead), attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), ] - vertexOutput = @[attr[Vec4f]("vertexColor"), #[ attr[Vec2f]("colorTexCoord")]#] + vertexOutput = @[ + attr[Vec4f]("vertexColor"), + attr[Vec2f]("colorTexCoord"), + attr[uint8]("materialId", noInterpolation=true) + ] fragOutput = @[attr[Vec4f]("color")] uniforms = @[ attr[Mat4]("projection"), attr[Mat4]("view"), - attr[Vec4f]("material_color", arrayCount=16), + attr[Vec4f]("baseColorFactor", arrayCount=4), ] samplers = @[ - # attr[Sampler2DType]("material_color_texture", arrayCount=1), + attr[Sampler2DType]("baseColorTexture", arrayCount=4), ] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, @@ -42,8 +46,9 @@ samplers=samplers, main=""" gl_Position = vec4(position, 1.0) * (transform * Uniforms.view * Uniforms.projection); -vertexColor = Uniforms.material_color[material]; -// colorTexCoord = texcoord_0; +vertexColor = Uniforms.baseColorFactor[material]; +colorTexCoord = texcoord_0; +materialId = material; """ ) fragmentCode = compileGlslShader( @@ -52,8 +57,10 @@ outputs=fragOutput, uniforms=uniforms, samplers=samplers, - # main="""color = texture(material_color_texture[0], colorTexCoord) * vertexColor;""" - main="""color = vertexColor;""" + main=""" +vec4 col[4] = vec4[4](vec4(1, 0, 0, 1), vec4(0, 1, 0, 1), vec4(0, 0, 1, 1), vec4(1, 1, 1, 1)); +color = texture(baseColorTexture[materialId], colorTexCoord) * vertexColor; +""" ) engine.setRenderer(engine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=newVec4f(0, 0, 0, 1))) for scene in scenes.mitems: