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authorpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
committerpryazha <pryadeiniv@mail.ru>2025-02-19 22:26:48 +0500
commitf9ad6fa902c1167d7622ee7af2617d14b62bee21 (patch)
tree9d78792cf360ed871616a9ea66c4237018292aa7 /advanced_opengl/3.blending/shaders
parent926cbd0d49890772f911e6a6bedb7835605ced89 (diff)
quite a lot of changes that I, of course, are not going to describe;)
Diffstat (limited to 'advanced_opengl/3.blending/shaders')
-rw-r--r--advanced_opengl/3.blending/shaders/blending.frag (renamed from advanced_opengl/3.blending/shaders/blending.fs)3
-rw-r--r--advanced_opengl/3.blending/shaders/blending.vert (renamed from advanced_opengl/3.blending/shaders/blending.vs)7
-rw-r--r--advanced_opengl/3.blending/shaders/grass.frag (renamed from advanced_opengl/3.blending/shaders/grass.fs)6
3 files changed, 6 insertions, 10 deletions
diff --git a/advanced_opengl/3.blending/shaders/blending.fs b/advanced_opengl/3.blending/shaders/blending.frag
index f58c5d3..71892a7 100644
--- a/advanced_opengl/3.blending/shaders/blending.fs
+++ b/advanced_opengl/3.blending/shaders/blending.frag
@@ -6,8 +6,7 @@ in vec2 tex_coords;
uniform sampler2D texture1;
-void
-main(void)
+void main(void)
{
frag_color = texture(texture1, tex_coords);
}
diff --git a/advanced_opengl/3.blending/shaders/blending.vs b/advanced_opengl/3.blending/shaders/blending.vert
index 62e71a2..68b8fe2 100644
--- a/advanced_opengl/3.blending/shaders/blending.vs
+++ b/advanced_opengl/3.blending/shaders/blending.vert
@@ -4,13 +4,12 @@ layout(location = 1) in vec2 atex_coords;
uniform mat4 model;
uniform mat4 view;
-uniform mat4 projection;
+uniform mat4 proj;
out vec2 tex_coords;
-void
-main(void)
+void main(void)
{
- gl_Position = projection*view*model*vec4(apos, 1.0);
+ gl_Position = proj*view*model*vec4(apos, 1.0);
tex_coords = atex_coords;
}
diff --git a/advanced_opengl/3.blending/shaders/grass.fs b/advanced_opengl/3.blending/shaders/grass.frag
index cecb0ce..85c806f 100644
--- a/advanced_opengl/3.blending/shaders/grass.fs
+++ b/advanced_opengl/3.blending/shaders/grass.frag
@@ -6,12 +6,10 @@ in vec2 tex_coords;
uniform sampler2D texture1;
-void
-main(void)
+void main(void)
{
vec4 tex_color = texture(texture1, tex_coords);
- if (tex_color.a <= 0.2) {
+ if (tex_color.a <= 0.2)
discard;
- }
frag_color = tex_color;
}