chore(data): remove unused shaders
This commit is contained in:
parent
4ad50122ef
commit
01db551fa9
12 changed files with 0 additions and 93 deletions
Binary file not shown.
|
@ -1,10 +0,0 @@
|
|||
#version 440 core
|
||||
|
||||
in vec4 vso_FragmentColor;
|
||||
|
||||
out vec4 fso_FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fso_FragmentColor = vso_FragmentColor;
|
||||
}
|
Binary file not shown.
|
@ -1,17 +0,0 @@
|
|||
#version 440 core
|
||||
|
||||
layout(location = 0) in vec4 a_Position;
|
||||
layout(location = 1) in vec4 a_Color;
|
||||
|
||||
layout(std140, binding = 0) uniform ub_ViewProjection
|
||||
{
|
||||
mat4 viewProjection;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec4 vso_FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = viewProjection * a_Position;
|
||||
vso_FragmentColor = a_Color;
|
||||
}
|
Binary file not shown.
|
@ -1,12 +0,0 @@
|
|||
#version 450 core
|
||||
|
||||
in vec2 vso_TexCoord;
|
||||
|
||||
uniform sampler2D u_Texture;
|
||||
|
||||
out vec4 fso_FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fso_FragmentColor = texture(u_Texture, vso_TexCoord);
|
||||
}
|
Binary file not shown.
|
@ -1,19 +0,0 @@
|
|||
#version 450 core
|
||||
|
||||
layout(location = 0) in vec4 a_Position;
|
||||
layout(location = 1) in vec2 a_TexCoord;
|
||||
|
||||
layout(std140, binding = 0) uniform ub_ViewProjection
|
||||
{
|
||||
mat4 u_ViewProjection;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec2 vso_TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_ViewProjection * a_Position;
|
||||
|
||||
vso_TexCoord = a_TexCoord;
|
||||
}
|
||||
|
Binary file not shown.
|
@ -1,14 +0,0 @@
|
|||
#version 450 core
|
||||
|
||||
in vec4 vso_Tint;
|
||||
in vec2 vso_TexCoord;
|
||||
|
||||
uniform sampler2D u_Texture;
|
||||
|
||||
out vec4 fso_FragmentColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
fso_FragmentColor = texture(u_Texture, vso_TexCoord) * vso_Tint;
|
||||
}
|
||||
|
Binary file not shown.
|
@ -1,21 +0,0 @@
|
|||
#version 450 core
|
||||
|
||||
layout(location = 0) in vec4 a_Position;
|
||||
layout(location = 1) in vec4 a_Tint;
|
||||
layout(location = 2) in vec2 a_TexCoord;
|
||||
|
||||
layout(std140, binding = 0) uniform ub_ViewProjection
|
||||
{
|
||||
mat4 u_ViewProjection;
|
||||
};
|
||||
|
||||
out vec4 vso_Tint;
|
||||
out vec2 vso_TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = u_ViewProjection * a_Position;
|
||||
|
||||
vso_Tint = a_Tint;
|
||||
vso_TexCoord = a_TexCoord;
|
||||
}
|
Loading…
Add table
Reference in a new issue