diff --git a/src/main.c b/src/main.c index eedd68e..cdce3ab 100644 --- a/src/main.c +++ b/src/main.c @@ -57,7 +57,6 @@ int main(int argc, char *argv[]) { glUniform1i(glGetUniformLocation(buffer_shader, "u_texture"), 0); /* Framebuffer */ - framebuffer = 0; glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); /* color attachment texture */ @@ -108,6 +107,7 @@ int main(int argc, char *argv[]) { glClear(GL_COLOR_BUFFER_BIT); /* Setup uniforms */ + glUseProgram(buffer_shader); glUniform1ui(glGetUniformLocation(buffer_shader, "u_frame"), frame); glUniform1f(glGetUniformLocation(buffer_shader, "u_time"), time); glUniform2f(glGetUniformLocation(buffer_shader, "u_resolution"), @@ -117,19 +117,19 @@ int main(int argc, char *argv[]) { /* Draw the vertices */ glBindVertexArray(VAO); - glUseProgram(buffer_shader); glBindTexture(GL_TEXTURE_2D, texture_color_buffer); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); - - /* bind back to default framebuffer */ - glBindFramebuffer(GL_FRAMEBUFFER, 0); } + /* bind back to default framebuffer */ + glBindFramebuffer(GL_FRAMEBUFFER, 0); + glClearColor(1.0, 1.0, 1.0, 1.0); glClear(GL_COLOR_BUFFER_BIT); /* Setup uniforms */ + glUseProgram(screen_shader); glUniform1ui(glGetUniformLocation(screen_shader, "u_frame"), frame); glUniform1f(glGetUniformLocation(screen_shader, "u_time"), time); glUniform2f(glGetUniformLocation(screen_shader, "u_resolution"), @@ -139,7 +139,6 @@ int main(int argc, char *argv[]) { /* Draw the vertices */ glBindVertexArray(VAO); - glUseProgram(screen_shader); glBindTexture(GL_TEXTURE_2D, texture_color_buffer); glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); glBindVertexArray(0); diff --git a/src/renderer.c b/src/renderer.c index d21391a..55affb9 100644 --- a/src/renderer.c +++ b/src/renderer.c @@ -88,12 +88,12 @@ unsigned int initialize_vertices() { GL_STATIC_DRAW); /* position attribute */ - glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)0); /* texture coord attribute */ + glEnableVertexAttribArray(1); glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float))); - glEnableVertexAttribArray(1); log_debug("Vertex data initialized successfully");