start work on the shader

This commit is contained in:
zyb3rwolfi 2025-10-06 12:30:11 +01:00
parent 7ab6868f19
commit 4b66f524d0
3 changed files with 11 additions and 5 deletions

View File

@ -15,9 +15,9 @@ namespace TheLabs
// OpenGL only supports rendering in 3D, so to create a flat triangle, the Z coordinate will be kept as 0.
private readonly float[] _vertices =
{
-0.5f, -0.5f, 0.0f, // Bottom-left vertex
0.5f, -0.5f, 0.0f, // Bottom-right vertex
0.0f, 0.5f, 0.0f // Top vertex
-0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, // Bottom-left vertex
0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, // Bottom-right vertex
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, // Top vertex
};
// These are the handles to OpenGL objects. A handle is an integer representing where the object lives on the
@ -101,10 +101,12 @@ namespace TheLabs
// The stride; this is how many bytes are between the last element of one vertex and the first element of the next. 3 * sizeof(float) in this case.
// The offset; this is how many bytes it should skip to find the first element of the first vertex. 0 as of right now.
// Stride and Offset are just sort of glossed over for now, but when we get into texture coordinates they'll be shown in better detail.
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 3 * sizeof(float), 0);
GL.VertexAttribPointer(0, 3, VertexAttribPointerType.Float, false, 7 * sizeof(float), 0);
GL.VertexAttribPointer(1, 4, VertexAttribPointerType.Float, false, 7 * sizeof(float), 4);
// Enable variable 0 in the shader.
GL.EnableVertexAttribArray(0);
GL.EnableVertexAttribArray(1);
// We've got the vertices done, but how exactly should this be converted to pixels for the final image?
// Modern OpenGL makes this pipeline very free, giving us a lot of freedom on how vertices are turned to pixels.

View File

@ -1,8 +1,9 @@
#version 330
in vec4 outColour;
out vec4 outputColor;
void main()
{
outputColor = vec4(1.0, 1.0, 0.0, 1.0);
outputColor = outColour;
}

View File

@ -26,6 +26,8 @@
// Then, the keyword "vec3" means this is a vector with 3 floats inside.
layout(location = 0) in vec3 aPosition;
layout(location = 1) in vec4 aColour;
out vec4 outColour;
// Like C, we have an entrypoint function. In this case, it takes void and returns void, and must be named main.
@ -37,5 +39,6 @@ layout(location = 0) in vec3 aPosition;
void main(void)
{
outColour = aColour;
gl_Position = vec4(aPosition, 1.0);
}