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-rw-r--r--engine/fragment.glsl13
-rw-r--r--engine/vertex.glsl13
2 files changed, 9 insertions, 17 deletions
diff --git a/engine/fragment.glsl b/engine/fragment.glsl
index afeef25..cc46f36 100644
--- a/engine/fragment.glsl
+++ b/engine/fragment.glsl
@@ -7,10 +7,7 @@
out vec4 FragColor;
-in vec2 in_texture_coords;
-
-in vec3 in_frag_pos;
-in vec3 in_normal;
+in VertexData vertex_data;
uniform vec3 view_pos;
uniform sampler2D input_texture;
@@ -20,13 +17,7 @@ uniform int point_light_cnt;
void main()
{
- VertexData vertex_data;
-
- vertex_data.texture_coords = in_texture_coords;
- vertex_data.world_space_pos = in_frag_pos;
- vertex_data.world_space_normal = in_normal;
-
- vec3 ambient_light = calc_ambient_light(material, in_texture_coords);
+ vec3 ambient_light = calc_ambient_light(material, vertex_data.texture_coords);
vec3 point_light_sum = vec3(0.0, 0.0, 0.0);
diff --git a/engine/vertex.glsl b/engine/vertex.glsl
index f282864..b57caa6 100644
--- a/engine/vertex.glsl
+++ b/engine/vertex.glsl
@@ -1,11 +1,12 @@
#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 vec3 in_frag_pos;
-out vec2 in_texture_coords;
-out vec3 in_normal;
+out VertexData vertex_data;
uniform mat4 model;
uniform mat4 view;
@@ -15,9 +16,9 @@ void main()
{
gl_Position = projection * view * model * vec4(pos, 1.0);
- in_frag_pos = vec3(model * vec4(pos, 1.0));
- in_texture_coords = texture_coords;
+ 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
- in_normal = mat3(transpose(inverse(model))) * normal;
+ vertex_data.world_space_normal = mat3(transpose(inverse(model))) * normal;
}