cleaned up particlefire example

really dug into example to learn and just _leaving the example better then I found it_ but cleaning up some unused values and swizzle redudency in shaders. Tested on desktop and android
This commit is contained in:
sjfricke 2018-05-06 23:27:41 -05:00
parent 6e28986d5d
commit 7e15234145
7 changed files with 15 additions and 21 deletions

View file

@ -11,8 +11,8 @@ layout (binding = 2) uniform sampler2D sNormalHeightMap;
layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inLightVec;
layout (location = 2) in vec3 inLightVecB;
layout (location = 5) in vec3 inLightDir;
layout (location = 6) in vec3 inViewVec;
layout (location = 3) in vec3 inLightDir;
layout (location = 4) in vec3 inViewVec;
layout (location = 0) out vec4 outFragColor;
@ -41,4 +41,4 @@ void main(void)
float specular = pow(max(dot(view, reflectDir), 0.0), 4.0);
outFragColor = vec4((rgb * atten + (diffuse * rgb + 0.5 * specular * specularColor.rgb)) * atten, 1.0);
}
}