From 187936bea6350fecae82ec2677d7ac49cda583c0 Mon Sep 17 00:00:00 2001 From: Warwick Date: Mon, 18 Jul 2022 14:36:08 +0100 Subject: [PATCH] Added time variable to shader to see difference in different values --- data/shaders/pbrFragment.glsl | 6 ++++++ src/main.cpp | 3 ++- 2 files changed, 8 insertions(+), 1 deletion(-) diff --git a/data/shaders/pbrFragment.glsl b/data/shaders/pbrFragment.glsl index 3b88f43..e197162 100644 --- a/data/shaders/pbrFragment.glsl +++ b/data/shaders/pbrFragment.glsl @@ -8,10 +8,16 @@ in vec3 FragPos; // TODO: make temporary hard coded world/camera pos dynamic uniform vec3 WorldPos ; uniform vec3 CameraPos; +uniform int tick; //vec3 WorldPos = vec3(0.0f, 0.0f, 0.0f); //vec3 CameraPos = vec3(0.0f, 0.0f, -1.0f); //TODO: make these values rely on associated textures. vec3 albedo = vec3(0.8f, 0.8f, 0.8f); + +//float metallic = sin(tick / 60 * 0.3f); +//float roughness = sin(tick / 60 * 0.3f); +//float ao = sin(tick / 60 * 0.8f); + float metallic = 0.3f; float roughness = 0.3f; float ao = 0.8f; diff --git a/src/main.cpp b/src/main.cpp index 008671d..9b9ae9f 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -115,9 +115,10 @@ int main(int argc, char **argv) { // Make every shader/rendering call from this point on use our shader // glUseProgram(shaderProgram); - // Send our glsl shader our mvp + // Send our glsl shader our camera information shader.setMat4("MVP", camera.getMVP()); shader.setVec3("CameraPos", camera.getCameraPosition()); + shader.setInt("tick", SDL_GetTicks()); // Draw Meshes cube.draw(shader);