I want to write an app for Android with OpenGL ES 2.0 that displays a colored rectangle, like that:
This are my 2 shaders:
// Vertex Shader
attribute vec4 vPosition;
void main() {
gl_Position = vPosition;
}
// Fragment Shader
uniform vec4 u_colorRGBA;
void main() {
gl_FragColor = u_colorRGBA;
}
I can draw rectangles with different colors, but i want to draw them so each corner has a diffrent color. Can i pass variables from the vertex shader to the fragment shader to define the color of each corner? If so how do i define the variables and pass them over? Or is there another way to do it?
I figured out a way to do it:
I changed my shaders like this:
// Vertex Shader
attribute vec4 inColor;
varying vec4 vColor;
attribute vec4 vPosition;
void main() {
gl_Position = vPosition;
vColor = inColor;
}
// Fragment Shader
varying vec4 vColor;
void main() {
gl_FragColor = vColor;
}
Then i draw the rectangle like that:
public static void Draw(float vertices[], int verticesCount, float color[]) {
vertexBuffer.put(vertices);
vertexBuffer.position(0);
GLES20.glEnableVertexAttribArray(sPosition);
GLES20.glVertexAttribPointer(sPosition, 3, GLES20.GL_FLOAT, false, 0, vertexBuffer);
colorBuffer.put(color);
colorBuffer.position(0);
GLES20.glEnableVertexAttribArray(sColor);
GLES20.glVertexAttribPointer(sColor, 4, GLES20.GL_FLOAT, false, 0, colorBuffer);
GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, verticesCount); // Draw
GLES20.glDisableVertexAttribArray(sPosition);
GLES20.glDisableVertexAttribArray(sColor);
}
Is this the correct way of doing it? Or are their better ways?