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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/dynamicPointInst.vs
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/dynamicPointInst.vs')
-rw-r--r--gfx/gl/shaders/dynamicPointInst.vs16
1 files changed, 2 insertions, 14 deletions
diff --git a/gfx/gl/shaders/dynamicPointInst.vs b/gfx/gl/shaders/dynamicPointInst.vs
index 1c66979..e4c8526 100644
--- a/gfx/gl/shaders/dynamicPointInst.vs
+++ b/gfx/gl/shaders/dynamicPointInst.vs
@@ -1,21 +1,9 @@
#version 330 core
include(`meshIn.glsl')
-layout(location = 5) in mat4 model;
include(`materialInterface.glsl')
uniform mat4 viewProjection;
+layout(location = 5) in mat4 model;
-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;
-}
+include(`commonPoint.glsl')