remove unneeded position from frag shader
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2 changed files with 6 additions and 9 deletions
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@ -2,10 +2,9 @@
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int PTK_COMPONENT_TYPE_ELLIPSE = 3;
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layout(location = 0) in vec2 position;
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layout(location = 1) in vec3 fragColor;
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layout(location = 2) flat in int shapeType;
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layout(location = 3) in vec2 uv;
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layout(location = 0) in vec3 fragColor;
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layout(location = 1) flat in int shapeType;
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layout(location = 2) in vec2 uv;
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layout(location = 0) out vec4 outColor;
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@ -10,17 +10,15 @@ layout(location = 1) in vec3 inColor;
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layout(location = 2) in int inShapeType;
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layout(location = 3) in vec2 inUv;
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layout(location = 0) out vec2 outPosition;
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layout(location = 1) out vec3 fragColor;
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layout(location = 2) out int outShapeType;
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layout(location = 3) out vec2 outUv;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out int outShapeType;
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layout(location = 2) out vec2 outUv;
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void main() {
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vec2 normalized = ((inPosition / ubo.initialWindowSize) - 0.5) * 2.0;
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gl_Position = vec4(normalized, 0.0, 1.0);
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fragColor = inColor;
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outPosition = normalized;
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outShapeType = inShapeType;
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outUv = inUv;
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}
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