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authoromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-06-10 13:35:23 +1000
committeromniscient <17525998+omnisci3nce@users.noreply.github.com>2024-06-10 13:35:23 +1000
commit99f2476d7bb8479d543f080c209324c77c775737 (patch)
tree8c8f52155552fb7c9ade94e70f5f11d36fa73701 /assets
parentb9a7166d9a7e2b0eed948353c134e72dfa86ab58 (diff)
bring back gltf
Diffstat (limited to 'assets')
-rw-r--r--assets/shaders/cube.frag8
-rw-r--r--assets/shaders/cube.vert4
-rw-r--r--assets/shaders/triangle.frag2
-rw-r--r--assets/shaders/triangle.vert2
4 files changed, 8 insertions, 8 deletions
diff --git a/assets/shaders/cube.frag b/assets/shaders/cube.frag
index 02cb9b3..21d7b55 100644
--- a/assets/shaders/cube.frag
+++ b/assets/shaders/cube.frag
@@ -1,14 +1,14 @@
-#version 430
+#version 410
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
-layout(binding = 1) uniform sampler2D texSampler;
+ uniform sampler2D texSampler;
// uniform sampler2D texSampler;
layout(location = 0) out vec4 outColor;
void main() {
- outColor = texture(texSampler, fragTexCoord); // vec4(fragTexCoord, 0.0);
- // outColor = vec4(fragColor, 1.0);
+ // outColor = texture(texSampler, fragTexCoord); // vec4(fragTexCoord, 0.0);
+ outColor = vec4(fragColor, 1.0);
}
diff --git a/assets/shaders/cube.vert b/assets/shaders/cube.vert
index 2f81e9c..2ccab09 100644
--- a/assets/shaders/cube.vert
+++ b/assets/shaders/cube.vert
@@ -1,6 +1,6 @@
-#version 430
+#version 410
-layout( binding = 0) uniform Matrices {
+uniform Matrices {
mat4 model;
mat4 view;
mat4 proj;
diff --git a/assets/shaders/triangle.frag b/assets/shaders/triangle.frag
index ad6de8e..3ae1fc4 100644
--- a/assets/shaders/triangle.frag
+++ b/assets/shaders/triangle.frag
@@ -1,4 +1,4 @@
-#version 430
+#version 410
layout(location = 0) in vec3 fragColor;
layout(location = 0) out vec4 outColor;
diff --git a/assets/shaders/triangle.vert b/assets/shaders/triangle.vert
index f98696c..45b4907 100644
--- a/assets/shaders/triangle.vert
+++ b/assets/shaders/triangle.vert
@@ -1,4 +1,4 @@
-#version 430
+#version 410
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec3 inColor;