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AmzBee

[Solved] Basics, passing color through a vertex shader.

1 post in this topic

Hey everyone, I'm having a bit of an issue with shader's in JOGL 2 for Java (JRE 1.7) and I'm hoping you can help. I have an interleaved and un-indexed VBO containing 3 floats per position axis and 3 floats per colour component, I'm able to draw 4 quads absolutely fine if I use the traditional methods for setting up the projection matrix (i.e. glMatrixMode, glLoadIdentity, glOrtho2D). 

When I switch to using my own shader however everything draws fine projection wise, but I am unable to figure out how to pass the vertex colour from vert to frag shaders. So far I have tried various combinations switching between varying and in/out statements to no avail, I am sure I am just missing some syntactical knowledge here and would appreciate if someone could point me in the right direction.

 

Here is the fragment shader I am using:

 

in vec3 diffuse;

void main() {
    gl_FragColor = vec4(diffuse, 1.0);
}

 

 

And here is the vertex shader I am using:

 

uniform mat4 projMatrix;

in vec3 position;
in vec3 color;

out vec3 diffuse;

void main() {
    gl_Position = projMatrix * vec4(position.xyz, 1.0);
    diffuse = vec3(1,1,1);
    // diffuse = color;
}

 

 

Notice the commented out line of code, if I uncomment it and remove the line above the quads I am drawing change from opaque white to transparent (I've made sure by changing the background clear colour). Again I am sure this is just a lack of knowledge on my part but I've been going crazy trying to solve this all day so thanks in advance to anyone who can help me out.

 

 

Aimee

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Solved it, problem was that I forgot to use gl_Color the correct way, here is my modified vertex shader:

niform mat4 projMatrix;
in vec3 position;
out vec4 diffuse;

void main() {
	diffuse = gl_Color;
    gl_Position = projMatrix * vec4(position, 1.0);
}

 

and the matching frag shader:

in vec4 diffuse;

void main() {
    gl_FragColor = diffuse;
}

 

Also I was getting the zNear and zFar variables in my orthographic projection calculation the wrong way round, it's funny what a lack of sleep can do to the brain lol.

 

Aimee

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