diff options
author | Frederico Linhares <fred@linhares.blue> | 2023-01-06 17:30:12 -0300 |
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committer | Frederico Linhares <fred@linhares.blue> | 2023-01-06 17:30:12 -0300 |
commit | 62367a0bcca75c45eb3e7d1582c4fff18827ddc7 (patch) | |
tree | 0ac14c45bd0236104034d47401edc407ec94c94a /glsl/shader_2d_wired.frag.glsl | |
parent | b0b61c117c6e2bc7693802f005a2888e7cc073c2 (diff) |
refa Use Push constants for sprites and rectangles
Diffstat (limited to 'glsl/shader_2d_wired.frag.glsl')
-rw-r--r-- | glsl/shader_2d_wired.frag.glsl | 11 |
1 files changed, 5 insertions, 6 deletions
diff --git a/glsl/shader_2d_wired.frag.glsl b/glsl/shader_2d_wired.frag.glsl index 569b950..c7aa3f4 100644 --- a/glsl/shader_2d_wired.frag.glsl +++ b/glsl/shader_2d_wired.frag.glsl @@ -17,17 +17,16 @@ #version 450 #extension GL_ARB_separate_shader_objects : enable -layout(location = 0) in flat int in_instance_index; - layout(location = 0) out vec4 out_color; -layout(set = 1, binding = 1) uniform UBOColors +layout(push_constant) uniform PCColor { - vec3 colors[128]; -} ubo_colors; + vec4 offset; //offset + vec3 color; +} sprite; void main() { - out_color = vec4(ubo_colors.colors[in_instance_index], 1.0); + out_color = vec4(sprite.color, 1.0); } |