I have this basic shader, though I ran into some trouble which really bugs me!
I'm applying the texture using the fragment shader though however I move or rotate the camera, the texture on the face will always be facing the camera (I've added a GIF image as an example).
So as you can see on the image above the texture keeps facing the camera, also if I move away of closer it will keep its scale.
I'm trying to achive that I can move around and the texture will keep it's position, rotation and scale according to the face and vertices, and not according to the camera as it is doing now.
Here is the desired result, though using the deprecated methods glVertex2f
and the glTexCoord2f
which is the same result I want though through shaders, I guess my problem is calculating the correct UV coordinates on the texture.
(source: gyazo.com)
Important I want to achive this using shaders so I can make/calculate changes into the colors of the actual texture. (For instance make it a black and white).
Here is my current Vertex & Fragment Shader Code.
Vertex Shader Code
void main() {
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
Fragment Shader Code
uniform vec2 size;
uniform sampler2D texture;
void main() {
gl_FragColor = texture2D(texture, gl_FragCoord.xy / size.xy);
}
The uniform vec2 size;
within the fragment shader, is the width and height of the face itself where the texture is applied on. The uniform sampler2D texture;
is of course the grass texture itself.