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authorHampusM <hampus@hampusmat.com>2026-03-20 14:22:19 +0100
committerHampusM <hampus@hampusmat.com>2026-03-20 14:22:19 +0100
commitf285f82072b491b1f3cc92db8e08485f26779d5a (patch)
treebf6c6c61cdfb3a12550e55966c8552957ade9e71 /engine/src/renderer/opengl/glsl/vertex.glsl
parent0546d575c11d3668d0f95933697ae4f670fe2a55 (diff)
feat(engine): use slang for shadersHEADmaster
Diffstat (limited to 'engine/src/renderer/opengl/glsl/vertex.glsl')
-rw-r--r--engine/src/renderer/opengl/glsl/vertex.glsl24
1 files changed, 0 insertions, 24 deletions
diff --git a/engine/src/renderer/opengl/glsl/vertex.glsl b/engine/src/renderer/opengl/glsl/vertex.glsl
deleted file mode 100644
index b57caa6..0000000
--- a/engine/src/renderer/opengl/glsl/vertex.glsl
+++ /dev/null
@@ -1,24 +0,0 @@
-#version 330 core
-
-#preinclude "vertex_data.glsl"
-
-layout (location = 0) in vec3 pos;
-layout (location = 1) in vec2 texture_coords;
-layout (location = 2) in vec3 normal;
-
-out VertexData vertex_data;
-
-uniform mat4 model;
-uniform mat4 view;
-uniform mat4 projection;
-
-void main()
-{
- gl_Position = projection * view * model * vec4(pos, 1.0);
-
- vertex_data.world_space_pos = vec3(model * vec4(pos, 1.0));
- vertex_data.texture_coords = texture_coords;
-
- // TODO: Do this using CPU for performance increase
- vertex_data.world_space_normal = mat3(transpose(inverse(model))) * normal;
-}