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-rw-r--r--shader/fragment.glsl6
-rw-r--r--shader/vertex.glsl10
2 files changed, 8 insertions, 8 deletions
diff --git a/shader/fragment.glsl b/shader/fragment.glsl
index 6c3e1b1..b864732 100644
--- a/shader/fragment.glsl
+++ b/shader/fragment.glsl
@@ -1,13 +1,13 @@
#version 400 core
in vec4 v_color;
-in vec2 v_texture_coord;
+/* in vec2 v_texture_coord; */
out vec4 out_color;
-uniform sampler2D u_texture;
+/* uniform sampler2D u_texture; */
void main()
{
- out_color = v_color + texture(u_texture, v_texture_coord);
+ out_color = v_color; //+ texture(u_texture, v_texture_coord);
}
diff --git a/shader/vertex.glsl b/shader/vertex.glsl
index b26899e..f7dd1b2 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 = in_color;
- v_texture_coord = in_texture_coord;
+ v_color = vec4(1.0, 1.0, 1.0, 1.0); //in_color;
+ /* v_texture_coord = in_texture_coord; */
gl_Position = u_proj * u_view * u_model * in_position;
}