add color in BufferVertex

This commit is contained in:
jrkb 2023-04-17 20:13:03 +02:00
parent c94acb14a2
commit 133b74699e
7 changed files with 23 additions and 7 deletions

View file

@ -16,7 +16,7 @@ struct Curve {
uniform isampler2D glyphs;
uniform sampler2D curves;
uniform sampler2D iChannel0;
uniform vec4 color;
//uniform vec4 color;
// Controls for debugging and exploring:
@ -35,6 +35,7 @@ uniform bool enableControlPointsVisualization;
in vec2 uv;
flat in int bufferIndex;
in vec4 color;
out vec4 result;

View file

@ -10,12 +10,15 @@ uniform float z;
layout (location = 0) in vec2 vertexPosition;
layout (location = 1) in vec2 vertexUV;
layout (location = 2) in int vertexIndex;
layout (location = 3) in vec4 vertexColor;
out vec2 uv;
flat out int bufferIndex;
out vec4 color;
void main() {
gl_Position = projection * view * model * vec4(vertexPosition, z, 1.0);
uv = vertexUV;
bufferIndex = vertexIndex;
color = vertexColor;
}

View file

@ -15,7 +15,7 @@ struct Curve {
uniform isampler2D glyphs;
uniform sampler2D curves;
uniform vec4 color;
//uniform vec4 color;
// Controls for debugging and exploring:
@ -35,6 +35,7 @@ uniform bool enableControlPointsVisualization;
in vec2 uv;
flat in int bufferIndex;
in vec4 color;
out vec4 result;

View file

@ -10,12 +10,15 @@ uniform float z;
layout (location = 0) in vec2 vertexPosition;
layout (location = 1) in vec2 vertexUV;
layout (location = 2) in int vertexIndex;
layout (location = 3) in vec4 vertexColor;
out vec2 uv;
flat out int bufferIndex;
out vec4 color;
void main() {
gl_Position = projection * view * model * vec4(vertexPosition, z, 1.0);
uv = vertexUV;
bufferIndex = vertexIndex;
color = vertexColor;
}

View file

@ -13,7 +13,7 @@ struct Curve {
uniform isamplerBuffer glyphs;
uniform samplerBuffer curves;
uniform sampler2D iChannel0;
uniform vec4 color;
//uniform vec4 color;
// Controls for debugging and exploring:
@ -33,6 +33,7 @@ uniform bool enableControlPointsVisualization = false;
in vec2 uv;
flat in int bufferIndex;
in vec4 color;
out vec4 result;

View file

@ -8,12 +8,15 @@ uniform float z;
layout (location = 0) in vec2 vertexPosition;
layout (location = 1) in vec2 vertexUV;
layout (location = 2) in int vertexIndex;
layout (location = 3) in vec4 vertexColor;
out vec2 uv;
flat out int bufferIndex;
out vec4 color;
void main() {
gl_Position = projection * view * model * vec4(vertexPosition, z, 1);
uv = vertexUV;
bufferIndex = vertexIndex;
color = vertexColor;
}