handmade/glsl/camera.v.glsl
Bubblegumdrop 2403f060eb Add SHADER_PROGRAM_REFRESH, and a bunch of debug crap because of events.
So when PACKET_SDL_EVENT was SDL_USEREVENT, things worked fine in the
main loop it would see SDL_USEREVENT and send it off to my_SDL_UserEvent.

But when I started adding more events, the SDL_UserEvent paradigm given
in the SDL Wiki stopped working.

The example here is broken: https://wiki.libsdl.org/SDL_AddTimer
The example here is working and "correct": https://wiki.libsdl.org/SDL_UserEvent

All SDL_RegisterEvents is increase a static counter. SDL doesn't
actually use these events anyway. It's purely symbolic, as far as I can tell.

So anyway. Now events work after a bunch of debugging.

SHADER_PROGRAM_REFRESH is the second user event I've done.

The ShaderProgram runs an SDL_TimerID that looks at mVertexPath,
mGeometryPath if present, and mFragmentPath. mVertexPath and
mFragmentPath are required by Compile3ShaderBuffers.
In the future I'd like to change the way this class behaves.
2022-01-09 23:37:48 -05:00

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314 B
GLSL

/* vim: set ft=c: */
#version 440 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoord;
out vec2 TexCoords;
uniform mat4 Model;
uniform mat4 View;
uniform mat4 Projection;
void main(void) {
gl_Position = Projection * View * Model * vec4(aPos, 1.0f);
TexCoords = aTexCoord;
}