Add model matrix, camera matrix to color and texture shader
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@@ -0,0 +1,16 @@
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#version 450 core
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec4 a_color;
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out vec4 v_color;
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uniform mat4 u_projectionView;
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uniform mat4 u_model;
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void main()
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{
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v_color = a_color;
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// Vclip = Camera projection * Camera view * Model transform * Vlocal
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gl_Position = u_projectionView * u_model * vec4(a_position, 1.0f);
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}
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@@ -1,12 +0,0 @@
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#version 450 core
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec4 a_color;
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out vec4 v_color;
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void main()
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{
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v_color = a_color;
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gl_Position = vec4(a_position, 1.0f);
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}
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@@ -2,11 +2,12 @@
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layout(location = 0) out vec4 color;
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in vec4 v_color;
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in vec2 v_texCoord;
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uniform sampler2D u_texture;
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void main()
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{
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color = texture(u_texture, v_texCoord);
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color = v_color * texture(u_texture, v_texCoord);
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}
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@@ -1,12 +1,19 @@
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#version 450 core
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec2 a_texCoord;
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layout(location = 1) in vec4 a_color;
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layout(location = 2) in vec2 a_texCoord;
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out vec4 v_color;
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out vec2 v_texCoord;
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uniform mat4 u_projectionView;
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uniform mat4 u_model;
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void main()
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{
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v_color = a_color;
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v_texCoord = a_texCoord;
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gl_Position = vec4(a_position, 1.0f);
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// Vclip = Camera projection * Camera view * Model transform * Vlocal
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gl_Position = u_projectionView * u_model * vec4(a_position, 1.0f);
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}
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