diff --git a/data/shaders/glsl/offscreen/mirror.frag b/data/shaders/glsl/offscreen/mirror.frag index 9c784dc2..faa75c59 100644 --- a/data/shaders/glsl/offscreen/mirror.frag +++ b/data/shaders/glsl/offscreen/mirror.frag @@ -2,8 +2,7 @@ layout (binding = 1) uniform sampler2D samplerColor; -layout (location = 0) in vec2 inUV; -layout (location = 1) in vec4 inPos; +layout (location = 0) in vec4 inPos; layout (location = 0) out vec4 outFragColor; diff --git a/data/shaders/glsl/offscreen/mirror.frag.spv b/data/shaders/glsl/offscreen/mirror.frag.spv index 7f382743..a94d88da 100644 Binary files a/data/shaders/glsl/offscreen/mirror.frag.spv and b/data/shaders/glsl/offscreen/mirror.frag.spv differ diff --git a/data/shaders/glsl/offscreen/mirror.vert b/data/shaders/glsl/offscreen/mirror.vert index 738333fe..f0941fad 100644 --- a/data/shaders/glsl/offscreen/mirror.vert +++ b/data/shaders/glsl/offscreen/mirror.vert @@ -1,7 +1,6 @@ #version 450 layout (location = 0) in vec3 inPos; -layout (location = 1) in vec2 inUV; layout (binding = 0) uniform UBO { @@ -10,12 +9,10 @@ layout (binding = 0) uniform UBO mat4 model; } ubo; -layout (location = 0) out vec2 outUV; -layout (location = 1) out vec4 outPos; +layout (location = 0) out vec4 outPos; void main() { - outUV = inUV; outPos = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0); gl_Position = outPos; } diff --git a/data/shaders/glsl/offscreen/mirror.vert.spv b/data/shaders/glsl/offscreen/mirror.vert.spv index 16b29306..7a7977e3 100644 Binary files a/data/shaders/glsl/offscreen/mirror.vert.spv and b/data/shaders/glsl/offscreen/mirror.vert.spv differ diff --git a/data/shaders/hlsl/offscreen/mirror.frag b/data/shaders/hlsl/offscreen/mirror.frag index b9c68b7e..72a3aa73 100644 --- a/data/shaders/hlsl/offscreen/mirror.frag +++ b/data/shaders/hlsl/offscreen/mirror.frag @@ -5,8 +5,7 @@ SamplerState samplerColor : register(s1); struct VSOutput { -[[vk::location(0)]] float2 UV : TEXCOORD0; -[[vk::location(1)]] float4 ProjCoord : POSITION0; +[[vk::location(0)]] float4 ProjCoord : POSITION0; }; float4 main(VSOutput input, bool FrontFacing : SV_IsFrontFace) : SV_TARGET diff --git a/data/shaders/hlsl/offscreen/mirror.frag.spv b/data/shaders/hlsl/offscreen/mirror.frag.spv index 89f23ca2..ff33a17b 100644 Binary files a/data/shaders/hlsl/offscreen/mirror.frag.spv and b/data/shaders/hlsl/offscreen/mirror.frag.spv differ diff --git a/data/shaders/hlsl/offscreen/mirror.vert b/data/shaders/hlsl/offscreen/mirror.vert index 671a3138..f7c547eb 100644 --- a/data/shaders/hlsl/offscreen/mirror.vert +++ b/data/shaders/hlsl/offscreen/mirror.vert @@ -3,7 +3,6 @@ struct VSInput { [[vk::location(0)]] float3 Pos : POSITION0; -[[vk::location(1)]] float2 UV : TEXCOORD0; }; struct UBO @@ -18,14 +17,12 @@ cbuffer ubo : register(b0) { UBO ubo; } struct VSOutput { float4 Pos : SV_POSITION; -[[vk::location(0)]] float2 UV : TEXCOORD0; -[[vk::location(1)]] float4 ProjCoord : POSITION0; +[[vk::location(0)]] float4 ProjCoord : POSITION0; }; VSOutput main(VSInput input) { VSOutput output = (VSOutput)0; - output.UV = input.UV; output.ProjCoord = mul(ubo.projection, mul(ubo.view, mul(ubo.model, float4(input.Pos.xyz, 1.0)))); output.Pos = output.ProjCoord; return output; diff --git a/data/shaders/hlsl/offscreen/mirror.vert.spv b/data/shaders/hlsl/offscreen/mirror.vert.spv index 6c1d5e98..83e55df2 100644 Binary files a/data/shaders/hlsl/offscreen/mirror.vert.spv and b/data/shaders/hlsl/offscreen/mirror.vert.spv differ