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author | talha <talha@talhaamir.xyz> | 2024-04-22 03:38:29 +0500 |
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committer | talha <talha@talhaamir.xyz> | 2024-04-22 03:38:29 +0500 |
commit | ca2835943ca4327ad08b54af480e0c6333df201f (patch) | |
tree | 1cac87ca6d6ceee89f91d8735f319805d4bad38e /source/shaders/depth_test.vs.glsl | |
parent | 9900ffe840ee0e9f914b0e7956a4e80ffb553e9e (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.glsl | 6 |
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; |