diff options
author | Sebastian Park <SebPark03@gmail.com> | 2024-04-23 00:30:37 -0400 |
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committer | Sebastian Park <SebPark03@gmail.com> | 2024-04-23 00:30:37 -0400 |
commit | f2d61fc06387ccb22ecb5cb6c42210736ac64c9f (patch) | |
tree | 9191e1e91a79514a5231dc6e50c2ecc4feb03b16 /resources/shaders/texture.frag | |
parent | b4be9e522b51b01c7870821648e85f97c1fdb09b (diff) |
Get ground textures working, but not yet abstracted to the shape class.
Diffstat (limited to 'resources/shaders/texture.frag')
-rw-r--r-- | resources/shaders/texture.frag | 24 |
1 files changed, 24 insertions, 0 deletions
diff --git a/resources/shaders/texture.frag b/resources/shaders/texture.frag new file mode 100644 index 0000000..c7a5956 --- /dev/null +++ b/resources/shaders/texture.frag @@ -0,0 +1,24 @@ +#version 330 core + +// TASK 16: Create a UV coordinate in variable +in vec2 uv; + +// TASK 8: Add a sampler2D uniform +uniform sampler2D sampler; + +// TASK 29: Add a bool on whether or not to filter the texture +uniform bool filtered; + +out vec4 fragColor; + +void main() +{ + // TASK 17: Set fragColor using the sampler2D at the UV coordinate + fragColor = texture(sampler, uv); + + // TASK 33: Invert fragColor's r, g, and b color channels if your bool is true + if(filtered){ + fragColor = vec4(1) - fragColor; + fragColor.w = 1; + } +} |