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bugfix: ensure all attributes are correctly bound #67

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2 changes: 0 additions & 2 deletions assets/shaders/blur_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,7 @@
// Copyright 2021 The Terasology Foundation
// SPDX-License-Identifier: Apache-2.0
layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/downSampler_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/highPass_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/initialPost_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/lightBufferPass_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,7 @@
// Copyright 2021 The Terasology Foundation
// SPDX-License-Identifier: Apache-2.0
layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/lightGeometryPass_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;
out vec4 v_vertexProjPos;
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2 changes: 0 additions & 2 deletions assets/shaders/lightShafts_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/outputPass_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,7 @@
// Copyright 2021 The Terasology Foundation
// SPDX-License-Identifier: Apache-2.0
layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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3 changes: 0 additions & 3 deletions assets/shaders/post_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,10 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;


out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/prePostComposite_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,7 @@
// Copyright 2021 The Terasology Foundation
// SPDX-License-Identifier: Apache-2.0
layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/shadowMap_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -7,8 +7,6 @@ layout (location = 0) in vec3 in_vert;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;

//out vec4 v_pos;

void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(in_vert, 1.0);

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2 changes: 0 additions & 2 deletions assets/shaders/sky_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec4 v_position;
out vec2 v_uv0;
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2 changes: 0 additions & 2 deletions assets/shaders/sobel_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/ssaoBlur_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/ssao_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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2 changes: 0 additions & 2 deletions assets/shaders/toneMapping_vert.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,7 @@
// SPDX-License-Identifier: Apache-2.0

layout (location = 0) in vec3 in_vert;
layout (location = 1) in vec3 in_normal;
layout (location = 2) in vec2 in_uv0;
layout (location = 4) in vec4 in_color0;

out vec2 v_uv0;

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