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authorDavid Thompson <dthompson2@worcester.edu>2021-08-12 20:26:21 -0400
committerDavid Thompson <dthompson2@worcester.edu>2021-08-12 20:26:21 -0400
commitef9c8fe1966fa861758c72f1990751d330dc9b35 (patch)
tree8754c5fa53bf7ffbbe9b9030876289523bf2c290
parent8925bd867e1a8791801698b1abaec4a46180656e (diff)
graphics: pbr: Move attributes around to support auto-generated meshes.
-rw-r--r--data/shaders/pbr-vert.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/data/shaders/pbr-vert.glsl b/data/shaders/pbr-vert.glsl
index adbcdc5..76989a4 100644
--- a/data/shaders/pbr-vert.glsl
+++ b/data/shaders/pbr-vert.glsl
@@ -2,26 +2,26 @@
#ifdef GLSL330
layout (location = 0) in vec3 position;
-layout (location = 1) in vec3 normal;
-layout (location = 2) in vec3 tangent;
-layout (location = 3) in vec2 texcoord0;
+layout (location = 1) in vec2 texcoord0;
+layout (location = 2) in vec3 normal;
+layout (location = 3) in vec3 tangent;
layout (location = 4) in vec2 texcoord1;
layout (location = 5) in vec4 color0;
layout (location = 6) in vec4 joint;
layout (location = 7) in vec4 weight;
#elif defined(GLSL130)
in vec3 position;
+in vec2 texcoord0;
in vec3 normal;
in vec3 tangent;
-in vec2 texcoord0;
in vec2 texcoord1;
in vec4 color0;
in vec4 joint;
#elif defined(GLSL120)
attribute vec3 position;
+attribute vec2 texcoord0;
attribute vec3 normal;
attribute vec3 tangent;
-attribute vec2 texcoord0;
attribute vec2 texcoord1;
attribute vec4 color0;
attribute vec4 weight;