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Shaders: fix grouping in Phong.vert.

pull/518/head
Vladimír Vondruš 5 years ago
parent
commit
658e8109a1
  1. 18
      src/Magnum/Shaders/Phong.vert

18
src/Magnum/Shaders/Phong.vert

@ -224,8 +224,6 @@ in mediump vec3 bitangent;
layout(location = TEXTURECOORDINATES_ATTRIBUTE_LOCATION)
#endif
in mediump vec2 textureCoordinates;
out mediump vec2 interpolatedTextureCoordinates;
#endif
#ifdef VERTEX_COLOR
@ -233,8 +231,6 @@ out mediump vec2 interpolatedTextureCoordinates;
layout(location = COLOR_ATTRIBUTE_LOCATION)
#endif
in lowp vec4 vertexColor;
out lowp vec4 interpolatedVertexColor;
#endif
#ifdef INSTANCED_OBJECT_ID
@ -242,8 +238,6 @@ out lowp vec4 interpolatedVertexColor;
layout(location = OBJECT_ID_ATTRIBUTE_LOCATION)
#endif
in highp uint instanceObjectId;
flat out highp uint interpolatedInstanceObjectId;
#endif
#ifdef INSTANCED_TRANSFORMATION
@ -267,6 +261,18 @@ in mediump vec2 instancedTextureOffset;
/* Outputs */
#ifdef TEXTURED
out mediump vec2 interpolatedTextureCoordinates;
#endif
#ifdef VERTEX_COLOR
out lowp vec4 interpolatedVertexColor;
#endif
#ifdef INSTANCED_OBJECT_ID
flat out highp uint interpolatedInstanceObjectId;
#endif
#if LIGHT_COUNT
out mediump vec3 transformedNormal;
#ifdef NORMAL_TEXTURE

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