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-rw-r--r--shaders/basic.frag4
-rw-r--r--shaders/basic.vert6
-rw-r--r--shaders/forest.frag6
-rw-r--r--shaders/forest.vert8
4 files changed, 12 insertions, 12 deletions
diff --git a/shaders/basic.frag b/shaders/basic.frag
index 835efbf..a97caf8 100644
--- a/shaders/basic.frag
+++ b/shaders/basic.frag
@@ -3,8 +3,8 @@
#extension GL_ARB_explicit_uniform_location : enable
layout(location = 0) out vec4 frag_color ;
-layout(location = 6) uniform vec4 lightPos ;
-layout(location = 8) uniform vec4 globalAmbient ;
+uniform vec4 lightPos ;
+uniform vec4 globalAmbient ;
uniform float dX ;
uniform float dY ;
diff --git a/shaders/basic.vert b/shaders/basic.vert
index 36e0c48..a51115c 100644
--- a/shaders/basic.vert
+++ b/shaders/basic.vert
@@ -7,9 +7,9 @@ layout(location = 2) in vec4 in_color ;
layout(location = 1) in vec3 in_normal ;
layout(location = 3) in vec2 in_texcoord ;
-layout(location = 4) uniform mat4 pjMatrix ;
-layout(location = 5) uniform mat4 mvMatrix ;
-layout(location = 7) uniform mat3 normalMatrix ;
+uniform mat4 pjMatrix ;
+uniform mat4 mvMatrix ;
+uniform mat3 normalMatrix ;
out vec2 texcoord ;
out vec4 position ;
diff --git a/shaders/forest.frag b/shaders/forest.frag
index 1cad806..7392a00 100644
--- a/shaders/forest.frag
+++ b/shaders/forest.frag
@@ -6,9 +6,9 @@ layout(location = 0) out vec4 frag_color ;
uniform mat4 mvMatrix ;
uniform mat4 pjMatrix ;
-layout(location = 6) uniform sampler2D texture ;
-layout(location = 7) uniform vec4 light ;
-layout(location = 10) uniform vec4 globalAmbient ;
+uniform sampler2D texture ;
+uniform vec4 light ;
+uniform vec4 globalAmbient ;
uniform float dX ;
uniform float dY ;
diff --git a/shaders/forest.vert b/shaders/forest.vert
index 8fb9528..ba2cfc4 100644
--- a/shaders/forest.vert
+++ b/shaders/forest.vert
@@ -7,10 +7,10 @@ layout(location = 2) in vec4 in_color ;
layout(location = 1) in vec3 in_normal ;
layout(location = 3) in vec2 in_texcoord ;
-layout(location = 4) uniform mat4 pjMatrix ;
-layout(location = 5) uniform mat4 mvMatrix ;
-layout(location = 8) uniform float time ;
-layout(location = 9) uniform mat3 normalMatrix ;
+uniform mat4 pjMatrix ;
+uniform mat4 mvMatrix ;
+uniform float time ;
+uniform mat3 normalMatrix ;
layout(location = 10) in vec3 in_translation ;
layout(location = 11) in vec3 in_scale ;