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authorDan Goodliffe <dan@randomdan.homeip.net>2023-04-24 19:56:07 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2023-04-26 00:07:32 +0100
commitac0e30371f3cbddde990179711997acac507a09c (patch)
tree33f1ce222a09eda06c2640a4b3f52519a100b1d6 /gfx/gl/shaders/commonPoint.glsl
parentFudge RV bogey position the same as we do the body in test-render (diff)
downloadilt-ac0e30371f3cbddde990179711997acac507a09c.tar.bz2
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Point shaders can all share the same implementation now in a single place
They all just get `model` from a different place
Diffstat (limited to 'gfx/gl/shaders/commonPoint.glsl')
-rw-r--r--gfx/gl/shaders/commonPoint.glsl13
1 files changed, 13 insertions, 0 deletions
diff --git a/gfx/gl/shaders/commonPoint.glsl b/gfx/gl/shaders/commonPoint.glsl
new file mode 100644
index 0000000..ecf5fc9
--- /dev/null
+++ b/gfx/gl/shaders/commonPoint.glsl
@@ -0,0 +1,13 @@
+void
+main()
+{
+ vec4 worldPos = model * vec4(position, 1.0);
+
+ FragPos = worldPos.xyz;
+ TexCoords = texCoord;
+ Normal = (model * vec4(normal, 0.0)).xyz;
+ Colour = colour;
+ Material = material;
+
+ gl_Position = viewProjection * worldPos;
+}