preparing doodad rendering, rendering cubes in place, need to fix alignment rotation as it is wildy off
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@@ -3,14 +3,21 @@ out vec4 FragColor;
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in vec2 TexCoord;
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in vec4 VertexColour;
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uniform sampler2D texSampler;
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uniform vec4 u_overrideColour;
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void main() {
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// sample the texture
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vec4 texColor = texture(texSampler, TexCoord);
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if (u_overrideColour.a > 0.0) {
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FragColor = u_overrideColour;
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return;
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}
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if (texColor.a < 0.1) discard;
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// sample the texture
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vec4 texColour = texture(texSampler, TexCoord) * VertexColour;
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if (texColour.a < 0.1) discard;
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//FragColor = vec4(0.6, 0.0, 1.0, 1.0);
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FragColor = texColor * VertexColour;
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FragColor = texColour;
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}
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@@ -7,12 +7,24 @@ layout(location = 3) in vec4 vertex_colour;
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out vec2 TexCoord;
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out vec4 VertexColour;
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uniform mat4 matrix; // must match "matrix" in C code
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uniform mat4 view; // must match "view" in C code
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uniform mat4 proj; // must match "proj" in C code
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// TODO: change c code to match with u_<uniformName>
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// also types really matter for shaders!!
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uniform mat4 matrix;
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uniform mat4 view;
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uniform mat4 proj;
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uniform vec3 u_lightDir;
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uniform float u_lightInfluence; // 0.0 indoors, 1.0 outdoors
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void main() {
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gl_Position = proj * view * matrix * vec4(vertex_position, 1.0);
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// max 0.3 so the shadowed side isn't pure black (ambient light)
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float diffuse = max(dot(normalize(vertex_normal), normalize(u_lightDir)), 0.3);
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float intensity = mix(1.0, diffuse, u_lightInfluence);
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vec3 lighting = intensity * vertex_colour.rgb;
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VertexColour = vec4(lighting, vertex_colour.a);
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TexCoord = vertex_tex;
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VertexColour = vertex_colour;
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}
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