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authorCharles <sircharlesaze@gmail.com>2020-05-14 16:44:28 +0200
committerCharles <sircharlesaze@gmail.com>2020-05-14 16:44:28 +0200
commit23ba151d95e4284ddb2d5f1c9810741061c293fd (patch)
tree98d9aa1322dc108e1adf2a695fc642266e05c2b3 /shader/vertex.glsl
parent29ea8338efb0b5450611b73463c9d7d469db2d75 (diff)
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Refactoring to the point before started refactoring, without crash on texture binding
Diffstat (limited to 'shader/vertex.glsl')
-rw-r--r--shader/vertex.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/shader/vertex.glsl b/shader/vertex.glsl
index f7dd1b2..b26899e 100644
--- a/shader/vertex.glsl
+++ b/shader/vertex.glsl
@@ -1,19 +1,19 @@
#version 400 core
layout (location = 0) in vec4 in_position;
-/* layout (location = 1) in vec4 in_color; */
-/* layout (location = 2) in vec2 in_texture_coord; */
+layout (location = 1) in vec4 in_color;
+layout (location = 2) in vec2 in_texture_coord;
uniform mat4 u_model;
uniform mat4 u_view;
uniform mat4 u_proj;
out vec4 v_color;
-/* out vec2 v_texture_coord; */
+out vec2 v_texture_coord;
void main()
{
- v_color = vec4(1.0, 1.0, 1.0, 1.0); //in_color;
- /* v_texture_coord = in_texture_coord; */
+ v_color = in_color;
+ v_texture_coord = in_texture_coord;
gl_Position = u_proj * u_view * u_model * in_position;
}