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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
commit553f738d55e1492f11ee7f150758963344ac79d4 (patch)
treedc3e92551996c405453dba30664585dceea6b5cf /gfx/gl/shaders/shadowFixedPoint.vs
parentPoint shaders can all share the same implementation now in a single place (diff)
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Point shaders (shadows) 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/shadowFixedPoint.vs')
-rw-r--r--gfx/gl/shaders/shadowFixedPoint.vs8
1 files changed, 2 insertions, 6 deletions
diff --git a/gfx/gl/shaders/shadowFixedPoint.vs b/gfx/gl/shaders/shadowFixedPoint.vs
index c9fa19b..8921707 100644
--- a/gfx/gl/shaders/shadowFixedPoint.vs
+++ b/gfx/gl/shaders/shadowFixedPoint.vs
@@ -3,10 +3,6 @@
include(`meshIn.glsl')
uniform mat4 viewProjection;
+const mat4 model = mat4(1);
-void
-main()
-{
- gl_Position = viewProjection * vec4(position, 1.0);
- gl_Position.z = max(gl_Position.z, -1);
-}
+include(`commonShadowPoint.glsl')