Add support for 8 vertex colors. Set up binding for all 8 texcoords.
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This commit is contained in:
2026-06-03 22:44:34 -07:00
parent dbc21d5a5b
commit 8ae009cf92
11 changed files with 157 additions and 45 deletions

View File

@@ -38,10 +38,10 @@ layout (std140, binding = 0) uniform buf {
mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
vec4 viewport;
} ubuf;
layout (location = 0) in vec2 vertex_uv;
layout (location = 0) in vec2 vertex_texcoord0;
layout (location = 0) out vec2 textureCoordinate;
void main() {
textureCoordinate = vertex_uv;
gl_Position = ubuf.mvp_matrix * vec4(vertex_uv.x * 2.0 - 1.0, vertex_uv.y * 2.0 - 1.0, 0.0, 1.0);
textureCoordinate = vertex_texcoord0;
gl_Position = ubuf.mvp_matrix * vec4(vertex_texcoord0.x * 2.0 - 1.0, vertex_texcoord0.y * 2.0 - 1.0, 0.0, 1.0);
}