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authorMel <einebeere@gmail.com>2024-02-12 12:55:11 +0100
committerMel <einebeere@gmail.com>2024-02-12 12:55:11 +0100
commitd2b5fc5b3bc648afffa42375706429685ac63794 (patch)
treea2dfbb241e1d46e5616c5884e5f3d685de2a2cb6 /assets/shaders/vertex.glsl
parent588c7e87b7cab270698d43ca5c22d67793ae5fc4 (diff)
downloadmeowcraft-d2b5fc5b3bc648afffa42375706429685ac63794.tar.zst
meowcraft-d2b5fc5b3bc648afffa42375706429685ac63794.zip
Split rendering into own thread and sync through render action lists
Diffstat (limited to 'assets/shaders/vertex.glsl')
-rw-r--r--assets/shaders/vertex.glsl30
1 files changed, 0 insertions, 30 deletions
diff --git a/assets/shaders/vertex.glsl b/assets/shaders/vertex.glsl
deleted file mode 100644
index 6902ad4..0000000
--- a/assets/shaders/vertex.glsl
+++ /dev/null
@@ -1,30 +0,0 @@
-#version 330 core
-
-uniform mat4 model_matrix;
-uniform mat4 view_matrix;
-uniform mat4 projection_matrix;
-
-layout (location = 0) in vec3 position;
-layout (location = 1) in vec3 normal;
-layout (location = 2) in vec2 tex_coord;
-layout (location = 3) in float light;
-layout (location = 4) in float ambient_occlusion;
-
-out vec2 frag_tex_coord;
-out float frag_light;
-out float frag_ambient_occlusion;
-out vec3 surface_normal;
-out float depth;
-
-void main() {
-    vec4 world_position = model_matrix * vec4(position, 1.0);
-    vec4 view_position = view_matrix * world_position;
-    vec4 clip_position = projection_matrix * view_position;
-
-    gl_Position = clip_position;
-    frag_tex_coord = tex_coord;
-    frag_light = light;
-    frag_ambient_occlusion = ambient_occlusion;
-    surface_normal = (model_matrix * vec4(normal, 0.0)).xyz;
-    depth = clamp((length(view_position) - 75) / 125, 0.0, 1.0);
-}
\ No newline at end of file