source: opengl-game/gl-shaders/laser.vert@ 7f60b28

feature/imgui-sdl
Last change on this file since 7f60b28 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
RevLine 
[b155f13]1#version 410
2
[fd6f465]3#define MAX_NUM_OBJECTS 1024
4
[b155f13]5uniform mat4 view, proj;
6
[fd6f465]7layout (std140) uniform models {
8 mat4 model_mats[MAX_NUM_OBJECTS];
9};
10
[b155f13]11layout(location = 0) in vec3 vertex_position;
[9f9f9a7]12layout(location = 1) in vec2 vt;
[fd6f465]13layout(location = 2) in uint ubo_index;
[b155f13]14
[9f9f9a7]15out vec2 texture_coordinates;
[b155f13]16
17void main() {
[6d95ade]18 vec3 position_eye = vec3(view * model_mats[ubo_index] * vec4(vertex_position, 1.0));
19
[9f9f9a7]20 texture_coordinates = vt;
[b155f13]21
22 gl_Position = proj * vec4(position_eye, 1.0);
23}
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