X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=shaders%2Fscene.vs;h=814bea2a36ed6150483253f6bf3b9ef08b4bbb10;hb=be5e25dee2c54c2a22ca3bbb5bbe0eb6149343be;hp=34ec16b235fd96d934ff6f39064b69b8a07edc3e;hpb=409edea2cf6271956137918e4e0b4f1c2addf620;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/shaders/scene.vs b/shaders/scene.vs index 34ec16b..814bea2 100644 --- a/shaders/scene.vs +++ b/shaders/scene.vs @@ -1,21 +1,17 @@ layout (location=0) in vec3 a_co; layout (location=1) in vec4 a_norm; layout (location=2) in vec2 a_uv; -layout (location=3) in ivec4 a_lights; #include "motion_vectors_vs.glsl" uniform mat4x3 uMdl; uniform mat4 uPv; uniform mat4 uPvmPrev; -uniform samplerBuffer uLightsArray; out vec2 aUv; out vec4 aNorm; out vec3 aCo; out vec3 aWorldCo; -flat out vec4 light_colours[3]; -flat out vec4 light_positions[3]; void main() { @@ -31,12 +27,4 @@ void main() aNorm = vec4( mat3(uMdl) * a_norm.xyz, a_norm.w ); aCo = a_co; aWorldCo = world_pos0; - - // read lights - light_colours[0] = texelFetch( uLightsArray, a_lights.x*2+0 ); - light_colours[1] = texelFetch( uLightsArray, a_lights.y*2+0 ); - light_colours[2] = texelFetch( uLightsArray, a_lights.z*2+0 ); - light_positions[0] = texelFetch( uLightsArray, a_lights.x*2+1 ); - light_positions[1] = texelFetch( uLightsArray, a_lights.y*2+1 ); - light_positions[2] = texelFetch( uLightsArray, a_lights.z*2+1 ); }