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authortalha <talha@talhaamir.xyz>2024-04-22 03:38:29 +0500
committertalha <talha@talhaamir.xyz>2024-04-22 03:38:29 +0500
commitca2835943ca4327ad08b54af480e0c6333df201f (patch)
tree1cac87ca6d6ceee89f91d8735f319805d4bad38e /source/shaders/depth_test.vs.glsl
parent9900ffe840ee0e9f914b0e7956a4e80ffb553e9e (diff)
Completed main levels to progress to text-rendering and 2d development.
- Only lessons left are geometry shaders and anti-aliasing - will get to those later on soon - need to do text rendering now
Diffstat (limited to 'source/shaders/depth_test.vs.glsl')
-rw-r--r--source/shaders/depth_test.vs.glsl6
1 files changed, 4 insertions, 2 deletions
diff --git a/source/shaders/depth_test.vs.glsl b/source/shaders/depth_test.vs.glsl
index b3b81cc..827da20 100644
--- a/source/shaders/depth_test.vs.glsl
+++ b/source/shaders/depth_test.vs.glsl
@@ -3,8 +3,10 @@ layout(location=0) in vec3 aPos;
layout(location=1) in vec2 aTex;
uniform mat4 Model;
-uniform mat4 View;
-uniform mat4 Projection;
+layout (std140) uniform Matrices {
+ mat4 View; // start: 0 // end: 16 * 4 = 64
+ mat4 Projection; // start: 64 // end: 64 + 64 = 128
+};
out vec2 TexCoords;
out vec3 VertexWorldPos;