Added time variable to shader to see difference in different values
This commit is contained in:
parent
a0819a4e98
commit
187936bea6
2 changed files with 8 additions and 1 deletions
|
|
@ -8,10 +8,16 @@ in vec3 FragPos;
|
||||||
// TODO: make temporary hard coded world/camera pos dynamic
|
// TODO: make temporary hard coded world/camera pos dynamic
|
||||||
uniform vec3 WorldPos ;
|
uniform vec3 WorldPos ;
|
||||||
uniform vec3 CameraPos;
|
uniform vec3 CameraPos;
|
||||||
|
uniform int tick;
|
||||||
//vec3 WorldPos = vec3(0.0f, 0.0f, 0.0f);
|
//vec3 WorldPos = vec3(0.0f, 0.0f, 0.0f);
|
||||||
//vec3 CameraPos = vec3(0.0f, 0.0f, -1.0f);
|
//vec3 CameraPos = vec3(0.0f, 0.0f, -1.0f);
|
||||||
//TODO: make these values rely on associated textures.
|
//TODO: make these values rely on associated textures.
|
||||||
vec3 albedo = vec3(0.8f, 0.8f, 0.8f);
|
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 metallic = 0.3f;
|
||||||
float roughness = 0.3f;
|
float roughness = 0.3f;
|
||||||
float ao = 0.8f;
|
float ao = 0.8f;
|
||||||
|
|
|
||||||
|
|
@ -115,9 +115,10 @@ int main(int argc, char **argv) {
|
||||||
// Make every shader/rendering call from this point on use our shader
|
// Make every shader/rendering call from this point on use our shader
|
||||||
// glUseProgram(shaderProgram);
|
// glUseProgram(shaderProgram);
|
||||||
|
|
||||||
// Send our glsl shader our mvp
|
// Send our glsl shader our camera information
|
||||||
shader.setMat4("MVP", camera.getMVP());
|
shader.setMat4("MVP", camera.getMVP());
|
||||||
shader.setVec3("CameraPos", camera.getCameraPosition());
|
shader.setVec3("CameraPos", camera.getCameraPosition());
|
||||||
|
shader.setInt("tick", SDL_GetTicks());
|
||||||
|
|
||||||
// Draw Meshes
|
// Draw Meshes
|
||||||
cube.draw(shader);
|
cube.draw(shader);
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue