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authorSebastian Park <SebPark03@gmail.com>2024-05-10 04:47:49 -0400
committerSebastian Park <SebPark03@gmail.com>2024-05-10 04:47:49 -0400
commitbfcca5c60c45c7ae099e3c4d46782fb1c515e680 (patch)
tree83b5ba7ef08fba2ebac9e106314536a99618a4e8 /resources
parentbe4550c9e22aada0fcadbb57d3a0f03ac919c524 (diff)
parent2cff8e109965307a4265f43d01f4c365f09977e7 (diff)
Merge branch 'main' of https://github.com/Seb-Park/ocean-simulation
Diffstat (limited to 'resources')
-rw-r--r--resources/images/particle.pngbin0 -> 122878 bytes
-rw-r--r--resources/shaders/particles.frag6
-rw-r--r--resources/shaders/particles.vert6
3 files changed, 6 insertions, 6 deletions
diff --git a/resources/images/particle.png b/resources/images/particle.png
new file mode 100644
index 0000000..68b8ac2
--- /dev/null
+++ b/resources/images/particle.png
Binary files differ
diff --git a/resources/shaders/particles.frag b/resources/shaders/particles.frag
index 99373e7..85d9ac2 100644
--- a/resources/shaders/particles.frag
+++ b/resources/shaders/particles.frag
@@ -4,12 +4,12 @@ in vec4 ParticleColor;
out vec4 fragColor;
-uniform sampler2D sprite;
+uniform sampler2D particle_texture;
uniform float alpha;
void main()
{
- // color = (texture(sprite, TexCoords) * ParticleColor);
- fragColor = vec4(1,1,1,alpha);
+ vec4 c = texture(particle_texture, TexCoords);
+ fragColor = c*vec4(1,1,1,alpha)*1.6;
}
diff --git a/resources/shaders/particles.vert b/resources/shaders/particles.vert
index 7b49a46..6e9e388 100644
--- a/resources/shaders/particles.vert
+++ b/resources/shaders/particles.vert
@@ -1,5 +1,5 @@
#version 330 core
-layout (location = 0) in vec2 pos; // <vec2 position, vec2 texCoords>
+layout (location = 0) in vec4 pos; // <vec2 position, vec2 texCoords>
out vec2 TexCoords;
out vec4 ParticleColor;
@@ -13,8 +13,8 @@ uniform float alpha;
void main()
{
float scale = 1.f;//2000.0f;
- //TexCoords = vertex.zw;
- ParticleColor = color;
+ TexCoords = vec2(pos.x, pos.w);
+ //ParticleColor = color;
// gl_Position = projection *view* vec4((pos * scale) + vec2(offset), 0.0, 1.0);
gl_Position = (vec4(pos.x*alpha, pos.y*alpha, 0, 1) + projection*view*vec4(vec3(offset), 1))*scale;