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authorTomasz Kramkowski <tk@the-tk.com>2018-10-19 23:22:07 +0300
committerTomasz Kramkowski <tk@the-tk.com>2018-10-19 23:30:23 +0300
commit7c1edef3ac501d40e3de495b9434df71f535e9bc (patch)
treefd7f4264bdf5c30f7182a147ed9e6c7935c69bf2 /vert.glsl
parent91b543a29cb8852251908a49cd120a6f7d9f2f11 (diff)
downloadfaqe-7c1edef3ac501d40e3de495b9434df71f535e9bc.tar.gz
faqe-7c1edef3ac501d40e3de495b9434df71f535e9bc.tar.xz
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Allow multiple shaders while reducing duplication
This change also stops using bie as eventually it will be replaced with a more sophisticated asset handling system which will also allow custom shaders.
Diffstat (limited to 'vert.glsl')
-rw-r--r--vert.glsl28
1 files changed, 0 insertions, 28 deletions
diff --git a/vert.glsl b/vert.glsl
deleted file mode 100644
index 19469a4..0000000
--- a/vert.glsl
+++ /dev/null
@@ -1,28 +0,0 @@
-/*
- * Copyright (C) 2018 Tomasz Kramkowski <tk@the-tk.com>
- * SPDX-License-Identifier: MIT
- */
-#version 330 core
-layout (location = 0) in vec3 pos;
-layout (location = 1) in vec3 norm;
-layout (location = 2) in vec2 uv;
-
-out vec3 fnorm;
-out vec3 fpos;
-out vec2 fuv;
-out vec3 lipos;
-
-uniform mat4 model;
-uniform mat4 view;
-uniform mat4 proj;
-uniform vec3 light;
-
-void main()
-{
- gl_Position = proj * view * model * vec4(pos, 1.0);
- fpos = vec3(view * model * vec4(pos, 1.0));
- fuv = uv;
- // TODO: Try to work out how to only do this ONCE in C or see if it matters
- fnorm = mat3(transpose(inverse(view * model))) * norm;
- lipos = vec3(view * vec4(light, 1.0));
-}