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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-24 19:56:07 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2023-04-26 00:07:32 +0100 |
commit | ac0e30371f3cbddde990179711997acac507a09c (patch) | |
tree | 33f1ce222a09eda06c2640a4b3f52519a100b1d6 /gfx/gl/shaders/fixedPoint.vs | |
parent | Fudge RV bogey position the same as we do the body in test-render (diff) | |
download | ilt-ac0e30371f3cbddde990179711997acac507a09c.tar.bz2 ilt-ac0e30371f3cbddde990179711997acac507a09c.tar.xz ilt-ac0e30371f3cbddde990179711997acac507a09c.zip |
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/fixedPoint.vs')
-rw-r--r-- | gfx/gl/shaders/fixedPoint.vs | 13 |
1 files changed, 2 insertions, 11 deletions
diff --git a/gfx/gl/shaders/fixedPoint.vs b/gfx/gl/shaders/fixedPoint.vs index 0cc8153..6f517ca 100644 --- a/gfx/gl/shaders/fixedPoint.vs +++ b/gfx/gl/shaders/fixedPoint.vs @@ -4,15 +4,6 @@ include(`meshIn.glsl') include(`materialInterface.glsl') uniform mat4 viewProjection; +const mat4 model = mat4(1); -void -main() -{ - FragPos = position; - TexCoords = texCoord; - Normal = normal; - Colour = colour; - Material = material; - - gl_Position = viewProjection * vec4(position, 1.0); -} +include(`commonPoint.glsl') |