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author | David Thompson <dthompson2@worcester.edu> | 2018-09-06 09:39:37 -0400 |
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committer | David Thompson <dthompson2@worcester.edu> | 2018-09-06 09:39:37 -0400 |
commit | 7703e6646b2ea3db978bb1f749b2eb5b257867de (patch) | |
tree | 7796d70b5a5c45e4356b98e4472e993d241af338 /data/shaders/pbr/pbr-vert.glsl | |
parent | 749adfc4101d11784bf8207c2f6cbe6b8638dd13 (diff) |
data: shaders: Update WIP PBR shaders.
They don't *anything* related to PBR, but they allow me to test glTF
asset loading as I work towards full PBR support.
Diffstat (limited to 'data/shaders/pbr/pbr-vert.glsl')
-rw-r--r-- | data/shaders/pbr/pbr-vert.glsl | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/data/shaders/pbr/pbr-vert.glsl b/data/shaders/pbr/pbr-vert.glsl index d3d7eca..938f475 100644 --- a/data/shaders/pbr/pbr-vert.glsl +++ b/data/shaders/pbr/pbr-vert.glsl @@ -1,9 +1,8 @@ -#version 330 +#version 130 in vec3 position; -in vec3 normal; uniform mat4 mvp; void main(void) { - gl_Position = mvp * vec4(position.xyz, 1.0); + gl_Position = mvp * vec4(position.xyz, 1.0); } |