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authorFrederico Linhares <fred@linhares.blue>2022-08-16 16:25:02 -0300
committerFrederico Linhares <fred@linhares.blue>2022-08-17 11:24:10 -0300
commit67b78f24a9ec8c823bbb8ff091ccd6bb4144a435 (patch)
treec7c2fa49c1752a85625ef054905d4302a9c66d4a /glsl
parenteb6fc926be7f29d6d92f238146180d510d69c79e (diff)
feat Simplify the 3d model structure
Diffstat (limited to 'glsl')
-rw-r--r--glsl/shader.vert6
1 files changed, 2 insertions, 4 deletions
diff --git a/glsl/shader.vert b/glsl/shader.vert
index bc89a8c..50dcec5 100644
--- a/glsl/shader.vert
+++ b/glsl/shader.vert
@@ -3,8 +3,7 @@
layout(location = 0) in vec3 in_position;
layout(location = 1) in vec3 in_normal;
-layout(location = 2) in vec3 in_color;
-layout(location = 3) in vec2 in_texture_coord;
+layout(location = 2) in vec2 in_texture_coord;
layout(location = 0) out DataTransferObject
@@ -32,8 +31,7 @@ main()
gl_Position =
ubo_view_projection.proj * ubo_view_projection.view *
ubo_model_instance.model[gl_InstanceIndex] * vec4(in_position, 1.0);
- out_dto.frag_color = vec4(in_color.r, in_color.g, in_color.b, 1.0) *
- ubo_view_projection.ambient_color;
+ out_dto.frag_color = ubo_view_projection.ambient_color;
out_dto.frag_texture_coord = in_texture_coord;
out_dto.normal = mat3(ubo_model_instance.model[gl_InstanceIndex]) *
in_normal;