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authorStanislaw Halik <sthalik@misaki.pl>2023-06-13 05:27:47 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-06-13 05:27:47 +0200
commit55ff3fddd8bee56fdec18612c7afd4863ac024e0 (patch)
treed2422898c42bdc263ca777ed19d26683b31020df /shaders/shader.vert
parentb25f19d99a78099e10319983cb8230266a2c9870 (diff)
shaders: wip
Diffstat (limited to 'shaders/shader.vert')
-rw-r--r--shaders/shader.vert10
1 files changed, 8 insertions, 2 deletions
diff --git a/shaders/shader.vert b/shaders/shader.vert
index 9190fe8d..88ed1e93 100644
--- a/shaders/shader.vert
+++ b/shaders/shader.vert
@@ -2,14 +2,20 @@ precision highp float;
layout (location = 0) uniform vec2 scale;
layout (location = 1) uniform vec3 offset;
+layout (location = 2) uniform vec4 tint;
+layout (location = 3) uniform bool enable_lightmap;
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 texcoords;
-layout (location = 2) in float depth;
-noperspective out vec2 frag_texcoords;
+layout (location = 2) in vec2 light_coord;
+layout (location = 3) in float depth;
+
+layout (location = 0) noperspective out vec2 frag_texcoords;
+layout (location = 1) noperspective out vec2 frag_light_coord;
void main() {
float x = -position.y, y = -position.x, z = position.z;
gl_Position = vec4((x-y+offset.x)*scale.x, ((x+y+z*2)*0.578125-offset.y)*scale.y, offset.z + depth, 1);
frag_texcoords = texcoords;
+ frag_light_coord = light_coord;
}