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-rw-r--r--cwd/shaders/face.vs41
1 files changed, 0 insertions, 41 deletions
diff --git a/cwd/shaders/face.vs b/cwd/shaders/face.vs
deleted file mode 100644
index 9c40846..0000000
--- a/cwd/shaders/face.vs
+++ /dev/null
@@ -1,41 +0,0 @@
-#version 330 core
-layout (location = 0) in vec3 position;
-layout (location = 2) in vec2 UvCoordinates;
-layout (location = 7) in vec4 Texture;
-layout (location = 8) in mat4 model;
-layout (location = 12) in vec3 color;
-layout (location = 13) in vec2 light;
-layout (location = 14) in float TextureLayer;
-
-out VS_OUT {
- vec2 UvPosition;
- vec3 Texture;
- vec3 Color;
- vec2 Light;
-} vs_out;
-
-//uniform mat4 view;
-//uniform mat4 projection;
-uniform mat4 projView;
-
-vec3 TransformTextureCoord(vec4 TextureAtlasCoords, vec2 UvCoords, float Layer) {
- float x = TextureAtlasCoords.x;
- float y = TextureAtlasCoords.y;
- float w = TextureAtlasCoords.z;
- float h = TextureAtlasCoords.w;
- vec2 A = vec2(x, 1 - y - h);
- vec2 B = vec2(x + w, 1 - y);
- vec2 transformed = A + UvCoords * (B - A);
- return vec3(transformed.x, transformed.y, Layer);
-}
-
-void main()
-{
- vec4 sourcePosition = vec4(position,1.0f);
- gl_Position = projView * model * sourcePosition;
-
- vs_out.UvPosition = vec2(UvCoordinates.x,UvCoordinates.y);
- vs_out.Texture = TransformTextureCoord(Texture,UvCoordinates,TextureLayer);
- vs_out.Color = color;
- vs_out.Light = light;
-}