assets/shaders/vertex/g_buffer.glsl in cyberarm_engine-0.23.0 vs assets/shaders/vertex/g_buffer.glsl in cyberarm_engine-0.24.0

- old
+ new

@@ -1,28 +1,28 @@ # version 330 core -layout(location = 0) in vec3 inPosition; -layout(location = 1) in vec3 inColor; -layout(location = 2) in vec3 inNormal; -layout(location = 3) in vec3 inUV; +layout(location = 0) in vec3 in_position; +layout(location = 1) in vec3 in_color; +layout(location = 2) in vec3 in_normal; +layout(location = 3) in vec3 in_uv; uniform mat4 projection, view, model; -uniform int hasTexture; -uniform vec3 cameraPos; +uniform int has_texture; +uniform vec3 camera_pos; -out vec3 outPosition, outColor, outNormal, outUV; -out vec3 outFragPos, outViewPos, outCameraPos; -flat out int outHasTexture; +out vec3 out_position, out_color, out_normal, out_uv; +out vec3 out_frag_pos, out_view_pos, out_camera_pos; +flat out int out_has_texture; void main() { // projection * view * model * position - outPosition = inPosition; - outColor = inColor; - outNormal= normalize(transpose(inverse(mat3(model))) * inNormal); - outUV = inUV; - outHasTexture = hasTexture; - outCameraPos = cameraPos; + out_position = in_position; + out_color = in_color; + out_normal= normalize(transpose(inverse(mat3(model))) * in_normal); + out_uv = in_uv; + out_has_texture = has_texture; + out_camera_pos = camera_pos; - outFragPos = vec3(model * vec4(inPosition, 1.0)); + out_frag_pos = vec3(model * vec4(in_position, 1.0)); - gl_Position = projection * view * model * vec4(inPosition, 1.0); + gl_Position = projection * view * model * vec4(in_position, 1.0); }