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[carveJwlIkooP6JGAAIwe30JlM.git]
/
shaders
/
model_font.vs
diff --git
a/shaders/model_font.vs
b/shaders/model_font.vs
index 6773cf41e0a85ea39d7fef197701b4b7fd2eebb2..6f7d3ca980932cf67c8656fe1f23e8bfd1f76eeb 100644
(file)
--- a/
shaders/model_font.vs
+++ b/
shaders/model_font.vs
@@
-1,9
+1,6
@@
layout (location=0) in vec3 a_co;
layout (location=1) in vec3 a_norm;
layout (location=2) in vec2 a_uv;
layout (location=0) in vec3 a_co;
layout (location=1) in vec3 a_norm;
layout (location=2) in vec2 a_uv;
-layout (location=3) in vec4 a_colour;
-layout (location=4) in vec4 a_weights;
-layout (location=5) in ivec4 a_groups;
#include "motion_vectors_vs.glsl"
#include "motion_vectors_vs.glsl"
@@
-12,9
+9,8
@@
uniform mat4 uPv;
uniform mat4 uPvmPrev;
uniform vec4 uOffset;
uniform mat4 uPvmPrev;
uniform vec4 uOffset;
-out vec4 aColour;
out vec2 aUv;
out vec2 aUv;
-out vec
3
aNorm;
+out vec
4
aNorm;
out vec3 aCo;
out vec3 aWorldCo;
out vec3 aCo;
out vec3 aWorldCo;
@@
-28,9
+24,9
@@
void main()
vs_motion_out( vproj0, vproj1 );
gl_Position = vproj0;
vs_motion_out( vproj0, vproj1 );
gl_Position = vproj0;
- aWorldCo = world_pos0;
- aColour = a_colour;
+
aUv = a_uv;
aUv = a_uv;
- aNorm = mat3(uMdl) * a_norm;
- aCo = a_co;
+ aNorm = vec4( mat3(uMdl) * a_norm, 0.0 );
+ aCo = co;
+ aWorldCo = world_pos0;
}
}