Removed gl_PerVertex overrides

Fixes #509
This commit is contained in:
saschawillems 2018-10-20 18:00:32 +02:00
parent 4af6419f43
commit 648339bbe6
38 changed files with 4 additions and 67 deletions

View file

@ -14,11 +14,6 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec3 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec3(inUV.st, gl_InstanceIndex);

View file

@ -14,11 +14,6 @@ layout (binding = 0) uniform UBO
layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;

View file

@ -23,11 +23,6 @@ layout (location = 2) out vec3 outColor;
layout (location = 3) out vec3 outWorldPos;
layout (location = 4) out vec3 outTangent;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
vec4 tmpPos = inPos + ubo.instancePos[gl_InstanceIndex];

View file

@ -16,11 +16,6 @@ layout (binding = 0) uniform UBO
layout (location = 0) in int inInstanceIndex[];
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
vec4 instancedPos = ubo.instancePos[inInstanceIndex[0]];

View file

@ -7,11 +7,6 @@ layout (location = 0) in vec4 inPos;
layout (location = 0) out int outInstanceIndex;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outInstanceIndex = gl_InstanceIndex;

View file

@ -1,18 +1,10 @@
#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 = 0) out vec3 outNormal;
out gl_PerVertex
{
vec4 gl_Position;
};
void main(void)
{
outNormal = inNormal;

View file

@ -18,11 +18,6 @@ layout (location = 1) out vec3 outColor;
layout (location = 2) out vec3 outViewVec;
layout (location = 3) out vec3 outLightVec;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;

View file

@ -20,11 +20,6 @@ layout(push_constant) uniform PushConsts {
vec3 objPos;
} pushConsts;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
@ -34,8 +29,8 @@ void main()
vec3 worldPos = vec3(ubo.modelview * vec4(inPos + pushConsts.objPos, 1.0));
gl_Position = ubo.projection /* ubo.modelview */ * vec4(worldPos, 1.0);
vec4 pos = ubo.modelview * vec4(worldPos, 1.0);
outNormal = mat3(ubo.modelview) * inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
vec4 pos = ubo.modelview * vec4(worldPos, 1.0);
outNormal = mat3(ubo.modelview) * inNormal;
outLightVec = ubo.lightPos.xyz - pos.xyz;
outViewVec = -pos.xyz;
}

View file

@ -11,11 +11,6 @@ layout (set = 0, binding = 0) uniform UBO
mat4 mvp;
} ubo;
out gl_PerVertex
{
vec4 gl_Position;
};
void main(void)
{
gl_Position = ubo.mvp * vec4(inPos, 1.0);

View file

@ -10,11 +10,6 @@ layout (location = 2) in vec2 inUV;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main(void)
{
gl_Position = vec4(inPos.xyz, 1.0);

View file

@ -10,11 +10,6 @@ layout (location = 2) in vec2 inUV;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec2 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main(void)
{
gl_Position = vec4(inPos.xyz, 1.0);

View file

@ -7,11 +7,6 @@ layout (location = 2) in vec3 inColor;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;