source: opengl-game/gl-shaders/laser.vert

feature/imgui-sdl
Last change on this file was 6d95ade, checked in by Dmitry Portnoy <dmitry.portnoy@…>, 4 years ago

In OpenGLRef, stop passing position_eye from the laser vertex shader to the fragment shader since the fragment shader never uses it

  • Property mode set to 100644
File size: 474 bytes
Line 
1#version 410
2
3#define MAX_NUM_OBJECTS 1024
4
5uniform mat4 view, proj;
6
7layout (std140) uniform models {
8 mat4 model_mats[MAX_NUM_OBJECTS];
9};
10
11layout(location = 0) in vec3 vertex_position;
12layout(location = 1) in vec2 vt;
13layout(location = 2) in uint ubo_index;
14
15out vec2 texture_coordinates;
16
17void main() {
18 vec3 position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
19
20 texture_coordinates = vt;
21
22 gl_Position = proj * vec4(position_eye, 1.0);
23}
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