Added time variable to shader to see difference in different values
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a0819a4e98
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2 changed files with 8 additions and 1 deletions
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@ -8,10 +8,16 @@ in vec3 FragPos;
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// TODO: make temporary hard coded world/camera pos dynamic
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uniform vec3 WorldPos ;
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uniform vec3 CameraPos;
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uniform int tick;
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//vec3 WorldPos = vec3(0.0f, 0.0f, 0.0f);
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//vec3 CameraPos = vec3(0.0f, 0.0f, -1.0f);
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//TODO: make these values rely on associated textures.
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vec3 albedo = vec3(0.8f, 0.8f, 0.8f);
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//float metallic = sin(tick / 60 * 0.3f);
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//float roughness = sin(tick / 60 * 0.3f);
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//float ao = sin(tick / 60 * 0.8f);
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float metallic = 0.3f;
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float roughness = 0.3f;
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float ao = 0.8f;
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@ -115,9 +115,10 @@ int main(int argc, char **argv) {
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// Make every shader/rendering call from this point on use our shader
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// glUseProgram(shaderProgram);
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// Send our glsl shader our mvp
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// Send our glsl shader our camera information
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shader.setMat4("MVP", camera.getMVP());
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shader.setVec3("CameraPos", camera.getCameraPosition());
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shader.setInt("tick", SDL_GetTicks());
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// Draw Meshes
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cube.draw(shader);
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