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Commit 3cdddf08 authored by Woohyung Choi's avatar Woohyung Choi
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shader 수정중

parent e28e7348
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#version 330 core #version 330 core
uniform sampler2D projMap_forCam1; uniform sampler2D image;
out vec4 FragColor;
in vec4 TexCoords;
void main (void) void main (void)
{ {
vec4 final_color = vec4(0.0, 0.0, 0.0, 1.0); vec4 final_color;
if( gl_TexCoord[0].q > 0.0 ) if( TexCoords.q > 0.0 )
{ {
vec4 ProjMapColor_forCam1 = texture2DProj(projMap_forCam1, gl_TexCoord[0]); vec2 finalCoords = TexCoords.st / TexCoords.q;
vec4 ProjMapColor_forCam1 = texture(image, finalCoords);
final_color = ProjMapColor_forCam1; final_color = ProjMapColor_forCam1;
} }
FragColor = final_color;
gl_FragColor = final_color;
} }
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#version 330 core #version 330 core
uniform mat4 TexGenMatCam0; layout (location = 0) in vec3 aPos;
uniform mat4 ViewMat;
out vec4 TexCoords;
uniform mat4 TexGenMatCam0;
uniform mat4 model; uniform mat4 model;
uniform mat4 view; uniform mat4 view;
uniform mat4 projection; uniform mat4 projection;
void main() void main()
{ {
mat4 InvViewMat = inverse(ViewMat); vec3 FragPos = vec3(model * vec4(aPos, 1.0));
vec4 VertexPos_eye = model * view * vec4(aPos, 1.0);
vec4 posEye = gl_ModelViewMatrix * gl_Vertex; vec4 VertexPos_world = inverse(view) * VertexPos_eye;
vec4 posWorld = InvViewMat * posEye;
gl_TexCoord[0] = TexGenMatCam0 * posWorld; TexCoords = TexGenMatCam0 * VertexPos_world;
gl_Position = ftransform(); gl_Position = projection * view * vec4(FragPos, 1.0);
} }
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