diff --git a/basic.fragment b/basic.fragment index 12ec020..6f19c16 100644 --- a/basic.fragment +++ b/basic.fragment @@ -1,9 +1,10 @@ -#version 330 core -out vec4 FragColor; - -in vec4 vertexColor; // the input variable from the vertex shader (same name and same type) + +uniform sampler2D tex0; + +varying vec4 v_color; // the input variable from the vertex shader (same name and same type) +varying vec2 v_texCoord; void main() { - FragColor = vertexColor; + gl_FragColor = texture2D(tex0, v_texCoord); } \ No newline at end of file diff --git a/main.cpp b/main.cpp index 17bc1a1..8c3b8db 100644 --- a/main.cpp +++ b/main.cpp @@ -78,7 +78,7 @@ bool initGLExtensions() { #endif GLuint compileShader(const char* source, GLuint shaderType) { - std::cout << "Compilando shader:" << std::endl << source << std::endl; + //std::cout << "Compilando shader:" << std::endl << source << std::endl; // Create ID for shader GLuint result = glCreateShader(shaderType); // Define shader text @@ -170,14 +170,16 @@ void presentBackBuffer(SDL_Renderer *renderer, SDL_Window* win, SDL_Texture* bac // Coordenadas de la ventana donde pintar. minx = 0.0f; miny = 0.0f; - maxx = WIN_WIDTH; - maxy = WIN_HEIGHT; + maxx = WORLD_WIDTH; + maxy = WORLD_HEIGHT; minu = 0.0f; maxu = 1.0f; minv = 0.0f; maxv = 1.0f; + glViewport(0, 0, WIN_WIDTH, WIN_HEIGHT); + glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(minu, minv); glVertex2f(minx, miny); diff --git a/std.vertex b/std.vertex index 75ebe82..268e8f9 100644 --- a/std.vertex +++ b/std.vertex @@ -3,7 +3,11 @@ varying vec2 v_texCoord; void main() { +// gl_Position = vec4(gl_Vertex.x-1.0, gl_Vertex.y-1.0, 0.0, 1.0); +// v_color = gl_Color; + v_texCoord = vec2(gl_MultiTexCoord0.x, 1.0-gl_MultiTexCoord0.y); + gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; v_color = gl_Color; - v_texCoord = vec2(gl_MultiTexCoord0); +// v_texCoord = vec2(gl_MultiTexCoord0); } \ No newline at end of file