Abstracted away the creation of buffers
Added a transform Updated the TODO.md Updated default shaders to include the apropriate three 4x4 matrices to render in 3D
This commit is contained in:
		@ -1,7 +1,7 @@
 | 
			
		||||
#version 330 core
 | 
			
		||||
#version 440 core
 | 
			
		||||
 | 
			
		||||
out vec4 FragColor;
 | 
			
		||||
 | 
			
		||||
void main{
 | 
			
		||||
void main(){
 | 
			
		||||
	FragColor = vec4(0.0f, 1.0f, 0.0f , 1.0f);
 | 
			
		||||
}
 | 
			
		||||
@ -1,6 +1,10 @@
 | 
			
		||||
#version 330 core
 | 
			
		||||
layout in vec3 aPos;
 | 
			
		||||
#version 440 core
 | 
			
		||||
in layout(location=0) vec3 aPos;
 | 
			
		||||
uniform mat4 M;
 | 
			
		||||
uniform mat4 V;
 | 
			
		||||
uniform mat4 P;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
void main() {
 | 
			
		||||
    gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
 | 
			
		||||
    gl_Position = P * V * M * vec4(aPos.x, aPos.y, aPos.z, 1.0);
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user