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-rw-r--r--bullet_fragment.glsl3
-rw-r--r--main.cpp8
2 files changed, 8 insertions, 3 deletions
diff --git a/bullet_fragment.glsl b/bullet_fragment.glsl
index 550585b..66f53a4 100644
--- a/bullet_fragment.glsl
+++ b/bullet_fragment.glsl
@@ -7,5 +7,6 @@ void main() {
l_uv -= l_offset;
l_uv = vec2(v_tex_rot * vec4(l_uv, 0.0, 1.0));
l_uv += l_offset;
- gl_FragColor = vec4(texture2D(tex, l_uv)) * gl_Color;
+ gl_FragColor = vec4(texture2D(tex, l_uv));
+ gl_FragColor.xyz += gl_Color.xyz - gl_Color.xyz * gl_FragColor.x;
}
diff --git a/main.cpp b/main.cpp
index 9b9311e..65a3b9e 100644
--- a/main.cpp
+++ b/main.cpp
@@ -133,7 +133,7 @@ int main(int, char**) {
create_bullets();
TextureSDL texture1("foo.png");
- TextureSDL texture2("foo2.png");
+ TextureSDL texture2("foo4.png");
GLFragmentShader shader1("bullet_fragment.glsl");
GLVertexShader shader2("bullet_vertex.glsl");
@@ -237,7 +237,9 @@ int main(int, char**) {
b.pos.y += b.direction.y * step;
b.pos.z += b.direction.z * step;
}
-
+
+ glColor4f(0, 1, 0, 1);
+
glVertex4f(b.pos.x, b.pos.y, b.direction.x, b.direction.y);
//glColor3f(b.color.r, b.color.g, b.color.b);
/*glTexCoord2f(0, 0);
@@ -261,6 +263,8 @@ int main(int, char**) {
glUseProgram(0);
+ glColor4f(1, 1, 1, 1);
+
char s[0xff];
snprintf(s, 0xff, "Bullets: %d", (int)bullets.size());