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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-20 01:01:42 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2021-02-20 01:06:47 +0000 |
commit | d8c0bee891a9bc30bebcd5682bdba4d5b21cfd5b (patch) | |
tree | 0272b77e896819efabe7c77db388d562d78da86a /gfx/gl/shaders/landmassShader.vs | |
parent | Custom land and water shaders (diff) | |
download | ilt-d8c0bee891a9bc30bebcd5682bdba4d5b21cfd5b.tar.bz2 ilt-d8c0bee891a9bc30bebcd5682bdba4d5b21cfd5b.tar.xz ilt-d8c0bee891a9bc30bebcd5682bdba4d5b21cfd5b.zip |
Remove spare bits from shaders and tidy up
Diffstat (limited to 'gfx/gl/shaders/landmassShader.vs')
-rw-r--r-- | gfx/gl/shaders/landmassShader.vs | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/gfx/gl/shaders/landmassShader.vs b/gfx/gl/shaders/landmassShader.vs index 72c9060..dc92e95 100644 --- a/gfx/gl/shaders/landmassShader.vs +++ b/gfx/gl/shaders/landmassShader.vs @@ -9,12 +9,10 @@ out vec3 normal0; out float height;
uniform mat4 viewProjection;
-uniform mat4 model;
-uniform vec3 waves;
void main()
{
- gl_Position = viewProjection * model * vec4(position, 1.0);
+ gl_Position = viewProjection * vec4(position, 1.0);
texCoord0 = texCoord;
normal0 = normal;
height = position.y;
|