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@mfandl
Last active March 12, 2017 18:57
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// -- vertex shader
#version 150
uniform mat4 modelViewProjectionMatrix;
uniform float elapsedTime;
in vec4 position;
void main(){
gl_Position = modelViewProjectionMatrix * vec4(position.x * sin(elapsedTime), position.y * cos(elapsedTime), position.z, position.w);
}
// -- fragment shader
#version 150
out vec4 outputColor;
void main()
{
outputColor = vec4(1.0, 1.0, 1.0, 1.0);
}
// --
// shadere das do zlozky bin/data/shaders/ s nazvami shader.frag a shader.vert
// v ofApp.h:
ofShader shader;
//v ofApp.cpp v setup metode
shader.load("shaders/shader")
// v draw davas kreslenie meshov medzi shader.begin() a shader.end()
// mozes kludne spravit nieco taketo:
void ofApp::draw(){
ofDrawBitmapString(ofGetFrameRate(), 100, 100);
ofTranslate(ofGetWidth() / 2, ofGetHeight() / 2);
shader.begin();
shader.setUniform1f("elapsedTime", ofGetElapsedTimef());
for (int i = 0; i < 10; ++i) {
ofDrawRectangle(0, 0, 10, 10);
}
shader.end();
}
// a malo by to ficat - to ofDrawRectangle podla mna len nejak natlaci geometriu a kresli
// na grafickej karte. ale lepsie asi bude spravit ofMesh alebo ofVboMesh u ktorych mozes pouzivat metody
// addVertices a addIndices a takto si spravit ten polygon aky chces. ak chces loadnut nieco co si vygenerujes sam,
// v project generatore len pridaj addon ofxAssimpModelLoader a s nim to vies spravit.
//ten kod hore by mal byt OK, ale nevidel som vysledok, tak sa dopredu ospraveldnujem za nejake chyicky
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