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| author | Lizzy Fleckenstein <lizzy@vlhl.dev> | 2026-04-12 22:34:18 +0200 |
|---|---|---|
| committer | Lizzy Fleckenstein <lizzy@vlhl.dev> | 2026-04-12 22:45:04 +0200 |
| commit | d58e1aea4b57e890706b96565c8c1fd9e09b42ec (patch) | |
| tree | 61a838aa434da6a890ace72898b854328e0b688f /src/shader | |
| parent | 5aa88cf26954a738d0f22a7c90bb33f1df422919 (diff) | |
| download | animtool-d58e1aea4b57e890706b96565c8c1fd9e09b42ec.tar.xz | |
Diffstat (limited to 'src/shader')
| -rw-r--r-- | src/shader/fragment_color.glsl | 2 | ||||
| -rw-r--r-- | src/shader/fragment_cubemap.glsl | 6 | ||||
| -rw-r--r-- | src/shader/fragment_texture.glsl | 6 | ||||
| -rw-r--r-- | src/shader/vertex.glsl | 6 |
4 files changed, 10 insertions, 10 deletions
diff --git a/src/shader/fragment_color.glsl b/src/shader/fragment_color.glsl index 6980821..ffefe67 100644 --- a/src/shader/fragment_color.glsl +++ b/src/shader/fragment_color.glsl @@ -9,5 +9,5 @@ uniform vec3 color; void main() { - out_color = vec4(color, 1.0); + out_color = vec4(color, 1.0); } diff --git a/src/shader/fragment_cubemap.glsl b/src/shader/fragment_cubemap.glsl index fad97b4..3fa3157 100644 --- a/src/shader/fragment_cubemap.glsl +++ b/src/shader/fragment_cubemap.glsl @@ -10,7 +10,7 @@ uniform samplerCube tex; void main() { - out_color = texture(tex, normalize(frag_pos)) * vec4(color, 1.0); - if (out_color.a == 0.0) - discard; + out_color = texture(tex, normalize(frag_pos)) * vec4(color, 1.0); + if (out_color.a == 0.0) + discard; } diff --git a/src/shader/fragment_texture.glsl b/src/shader/fragment_texture.glsl index 43c40bc..35797b6 100644 --- a/src/shader/fragment_texture.glsl +++ b/src/shader/fragment_texture.glsl @@ -10,7 +10,7 @@ uniform sampler2D tex; void main() { - out_color = texture(tex, frag_tex) * vec4(color, 1.0); - if (out_color.a == 0.0) - discard; + out_color = texture(tex, frag_tex) * vec4(color, 1.0); + if (out_color.a == 0.0) + discard; } diff --git a/src/shader/vertex.glsl b/src/shader/vertex.glsl index 9389715..341e160 100644 --- a/src/shader/vertex.glsl +++ b/src/shader/vertex.glsl @@ -11,7 +11,7 @@ uniform mat4 view_proj; void main() { - gl_Position = view_proj * model * vec4(vert_pos, 1.0); - frag_pos = vert_pos; - frag_tex = vert_tex; + gl_Position = view_proj * model * vec4(vert_pos, 1.0); + frag_pos = vert_pos; + frag_tex = vert_tex; } |
