draw all models from vector,
window cosmetic, next: texture, calculate modelmatrix from parent
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@@ -5,5 +5,6 @@
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</qresource>
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<qresource prefix="/images">
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<file>cube.png</file>
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<file>icon.ico</file>
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</qresource>
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</RCC>
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@@ -10,6 +10,6 @@ varying vec2 v_texcoord;
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void main()
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{
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// Set fragment color from texture
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gl_FragColor = texture2D(texture, v_texcoord);
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// Set fragment color from texture
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gl_FragColor = texture2D(texture, v_texcoord);
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}
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Before Width: | Height: | Size: 264 KiB After Width: | Height: | Size: 264 KiB |
@@ -4,7 +4,8 @@ precision mediump int;
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precision mediump float;
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#endif
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uniform mat4 mvp_matrix;
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uniform mat4 vp_matrix;
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uniform mat4 m_matrix;
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attribute vec4 a_position;
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attribute vec2 a_texcoord;
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@@ -13,10 +14,10 @@ varying vec2 v_texcoord;
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void main()
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{
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// Calculate vertex position in screen space
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gl_Position = mvp_matrix * a_position;
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// Calculate vertex position in screen space
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gl_Position = vp_matrix * m_matrix * a_position;
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// Pass texture coordinate to fragment shader
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// Value will be automatically interpolated to fragments inside polygon faces
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v_texcoord = a_texcoord;
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// Pass texture coordinate to fragment shader
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// Value will be automatically interpolated to fragments inside polygon faces
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v_texcoord = a_texcoord;
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}
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