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authorKevin Ottens <kevin.ottens@kdab.com>2017-08-02 17:51:18 +0200
committerKevin Ottens <kevin.ottens@kdab.com>2017-09-27 18:10:33 +0000
commit16b0e6dc9b6043b8d98a661a3010879add15409d (patch)
tree016e2e28e2aea06e2f6093c3b26123b43e265ca1 /src/extras/shaders/es2/phong.vert
parent879e4d5fd5126a23b507e08935253378b1a0dc60 (diff)
Move most vertex shaders into a unified one
We currently do a bit more work than strictly needed in some cases, but that will change later on when this shader is converted into a graph. Changing now will make this future refactoring easier. Change-Id: I887601c18575bef79e25a23ed054aa336b1e860a Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/extras/shaders/es2/phong.vert')
-rw-r--r--src/extras/shaders/es2/phong.vert17
1 files changed, 0 insertions, 17 deletions
diff --git a/src/extras/shaders/es2/phong.vert b/src/extras/shaders/es2/phong.vert
deleted file mode 100644
index 2b4c51b14..000000000
--- a/src/extras/shaders/es2/phong.vert
+++ /dev/null
@@ -1,17 +0,0 @@
-attribute vec3 vertexPosition;
-attribute vec3 vertexNormal;
-
-varying vec3 worldPosition;
-varying vec3 worldNormal;
-
-uniform mat4 modelMatrix;
-uniform mat3 modelNormalMatrix;
-uniform mat4 modelViewProjection;
-
-void main()
-{
- worldNormal = normalize( modelNormalMatrix * vertexNormal );
- worldPosition = vec3( modelMatrix * vec4( vertexPosition, 1.0 ) );
-
- gl_Position = modelViewProjection * vec4( vertexPosition, 1.0 );
-}