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authorDan Goodliffe <dan@randomdan.homeip.net>2025-02-25 00:23:11 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2025-02-25 00:23:11 +0000
commitf9962b0db5072870864a1f758687106139f740dc (patch)
treeae1b05395de5c07164151ef7fc7de202be19b9f0 /gfx/gl/shaders/landmass.vs
parentAdd VertexArrayObject::data for an external existing buffer (diff)
downloadilt-f9962b0db5072870864a1f758687106139f740dc.tar.bz2
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Improve Terrain::generateMeshes performanceHEADmain
Creates mesh per surface based on a single buffer of all vertices and a collection of per surfuce indices. Makes ColourBias a uniform instead of a vertex attribute.
Diffstat (limited to 'gfx/gl/shaders/landmass.vs')
-rw-r--r--gfx/gl/shaders/landmass.vs3
1 files changed, 0 insertions, 3 deletions
diff --git a/gfx/gl/shaders/landmass.vs b/gfx/gl/shaders/landmass.vs
index 9617cb9..44cb879 100644
--- a/gfx/gl/shaders/landmass.vs
+++ b/gfx/gl/shaders/landmass.vs
@@ -3,11 +3,9 @@
layout(location = 0) in ivec3 position;
layout(location = 1) in vec3 normal;
-layout(location = 2) in vec3 colourBias;
out vec3 FragPos;
out vec3 Normal;
-flat out vec3 ColourBias;
uniform mat4 viewProjection;
uniform ivec3 viewPoint;
@@ -17,7 +15,6 @@ main()
{
FragPos = position - viewPoint;
Normal = normal;
- ColourBias = colourBias;
gl_Position = viewProjection * vec4(FragPos, 1);
}