pbr shader code in glsl
Posted: Sun Oct 03, 2021 3:50 pm
Hi,
since I knew Irrlich is capable to consume GLSL code version 3 or 4, I'm trying to implement a PBR Shader, based on LearnOpenGL lessons.
But when I run my application, the mesh (to which the shader code is reffered to), is rendered completely black, without any textures or effects applyed to.
Could you please check if the code that follows is all right?
Are EPST_PS_3_0 and EGSL_DEFAULT the right enums to use for GLSL shader code?
I didn't find any example for this specific topic.
Sorry for my lack of skills and for some explanation issue.
Thanks, bye!
since I knew Irrlich is capable to consume GLSL code version 3 or 4, I'm trying to implement a PBR Shader, based on LearnOpenGL lessons.
But when I run my application, the mesh (to which the shader code is reffered to), is rendered completely black, without any textures or effects applyed to.
Could you please check if the code that follows is all right?
Code: Select all
teapot_Mat = gpu->addHighLevelShaderMaterialFromFiles("./Res/Shader/Pbr.vert", "main", EVST_VS_3_0,
"./Res/Shader/Pbr.frag", "main", EPST_PS_3_0,
teapotPBR, EMT_SOLID, 0, EGSL_DEFAULT);
I didn't find any example for this specific topic.
Sorry for my lack of skills and for some explanation issue.
Thanks, bye!