I drawing a set of quads. For each quad I have a defined color in a vertex of it.
E.g. now my set of quads looks like:
I achive such result in rather primitive way just passing into vertex shader as attribute color of each vertex of an quad.
My shaders are pretty simple:
Vertex shader
#version 150 core
in vec3 in_Position;
in vec3 in_Color;
out vec3 pass_Color;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
void main(void) {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0);
pass_Color = in_Color;
}
Fragment Shader
#version 150 core
in vec3 pass_Color;
out vec4 out_Color;
void main(void) {
out_Color = vec4(pass_Color, 1.0);
}
Now my goal is to get color non continuous distribution of colors from vertex to vertex. It also can be called "level distribution".
My set of quads should looks like this:
How can I achieve such result?
EDIT:
With vesan
and Nico Schertler
plate looks like this. (not acceptable variant)