diff --git a/data/shaders/pbrbasic/pbr.frag b/data/shaders/pbrbasic/pbr.frag index a17d95bb..d7c72121 100644 --- a/data/shaders/pbrbasic/pbr.frag +++ b/data/shaders/pbrbasic/pbr.frag @@ -2,7 +2,6 @@ layout (location = 0) in vec3 inWorldPos; layout (location = 1) in vec3 inNormal; -layout (location = 2) in vec2 inUV; layout (binding = 0) uniform UBO { diff --git a/data/shaders/pbrbasic/pbr.frag.spv b/data/shaders/pbrbasic/pbr.frag.spv index f51899ca..8236e4e6 100644 Binary files a/data/shaders/pbrbasic/pbr.frag.spv and b/data/shaders/pbrbasic/pbr.frag.spv differ diff --git a/data/shaders/pbrbasic/pbr.vert b/data/shaders/pbrbasic/pbr.vert index bc741abd..709f12bf 100644 --- a/data/shaders/pbrbasic/pbr.vert +++ b/data/shaders/pbrbasic/pbr.vert @@ -1,11 +1,7 @@ #version 450 -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_420pack : enable - layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; -layout (location = 2) in vec2 inUV; layout (binding = 0) uniform UBO { @@ -17,7 +13,6 @@ layout (binding = 0) uniform UBO layout (location = 0) out vec3 outWorldPos; layout (location = 1) out vec3 outNormal; -layout (location = 2) out vec2 outUV; layout(push_constant) uniform PushConsts { vec3 objPos; @@ -33,6 +28,5 @@ void main() vec3 locPos = vec3(ubo.model * vec4(inPos, 1.0)); outWorldPos = locPos + pushConsts.objPos; outNormal = mat3(ubo.model) * inNormal; - outUV = inUV; gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0); } diff --git a/data/shaders/pbrbasic/pbr.vert.spv b/data/shaders/pbrbasic/pbr.vert.spv index a9abfe39..09e98b1e 100644 Binary files a/data/shaders/pbrbasic/pbr.vert.spv and b/data/shaders/pbrbasic/pbr.vert.spv differ diff --git a/examples/pbrbasic/pbrbasic.cpp b/examples/pbrbasic/pbrbasic.cpp index 3833d639..09fea60f 100644 --- a/examples/pbrbasic/pbrbasic.cpp +++ b/examples/pbrbasic/pbrbasic.cpp @@ -332,7 +332,6 @@ public: std::vector vertexInputAttributes = { vks::initializers::vertexInputAttributeDescription(0, 0, VK_FORMAT_R32G32B32_SFLOAT, 0), // Position vks::initializers::vertexInputAttributeDescription(0, 1, VK_FORMAT_R32G32B32_SFLOAT, sizeof(float) * 3), // Normal - vks::initializers::vertexInputAttributeDescription(0, 2, VK_FORMAT_R32G32_SFLOAT, sizeof(float) * 5), // UV }; VkPipelineVertexInputStateCreateInfo vertexInputState = vks::initializers::pipelineVertexInputStateCreateInfo();