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authorFrederico Linhares <fred@linhares.blue>2023-01-06 17:30:12 -0300
committerFrederico Linhares <fred@linhares.blue>2023-01-06 17:30:12 -0300
commit62367a0bcca75c45eb3e7d1582c4fff18827ddc7 (patch)
tree0ac14c45bd0236104034d47401edc407ec94c94a /glsl/shader_2d_wired.frag.glsl
parentb0b61c117c6e2bc7693802f005a2888e7cc073c2 (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.glsl11
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);
}