diff --git a/space-crush/src/app/render/shader/noise.frag b/space-crush/src/app/render/shader/noise.frag index 01043a4..ed3f9fd 100644 --- a/space-crush/src/app/render/shader/noise.frag +++ b/space-crush/src/app/render/shader/noise.frag @@ -1,19 +1,17 @@ #version 450 core -layout(pixel_center_integer) in vec4 gl_FragCoord; +in vec4 gl_FragCoord; out vec4 Color; -const float NOISE_RANGE = 0.02; +const float NOISE_RANGE = 0.05; const float NOISE_BASE = 0.05; -float random(vec4 seed) -{ +float random(vec4 seed) { return fract(sin(dot(seed, vec4(12.9898, 78.233, 45.164, 53.1324))) * 43758.5453); } -void main() -{ +void main() { float rnd = random(gl_FragCoord); vec3 rbg = vec3(NOISE_BASE + NOISE_RANGE * rnd); diff --git a/space-crush/src/app/render/shader/noise.vert b/space-crush/src/app/render/shader/noise.vert index 81f59ca..531bf84 100644 --- a/space-crush/src/app/render/shader/noise.vert +++ b/space-crush/src/app/render/shader/noise.vert @@ -2,7 +2,6 @@ layout (location = 0) in vec3 Position; -void main() -{ +void main() { gl_Position = vec4(Position, 1.0); } diff --git a/space-crush/src/app/render/shader/quad.frag b/space-crush/src/app/render/shader/quad.frag index 89f42f6..425de7f 100644 --- a/space-crush/src/app/render/shader/quad.frag +++ b/space-crush/src/app/render/shader/quad.frag @@ -1,8 +1,11 @@ #version 450 core -out vec4 Color; +in FragmentData { + vec3 color; +} data; -void main() -{ - Color = vec4(1.0, 1.0, 1.0, 1.0); +out vec4 color; + +void main() { + color = vec4(data.color, 1.0); } diff --git a/space-crush/src/app/render/shader/quad.vert b/space-crush/src/app/render/shader/quad.vert index bc82524..28d19d0 100644 --- a/space-crush/src/app/render/shader/quad.vert +++ b/space-crush/src/app/render/shader/quad.vert @@ -1,16 +1,19 @@ #version 450 core -layout (location = 0) in vec3 Position; +layout (location = 0) in vec3 position; -layout (std140, binding = 0) uniform Camera -{ +layout (std140, binding = 0) uniform Camera { mat4 projection; mat4 view; -}; +} camera; layout (location = 1) uniform mat4 model; -void main() -{ - gl_Position = projection * view * model * vec4(Position, 1.0); +out FragmentData { + vec3 color; +} data; + +void main() { + data.color = vec3((position.xy + vec2(1.0)) / 2.0, 0.0); + gl_Position = camera.projection * camera.view * model * vec4(position, 1.0); }