Fix shaders, vertex shader output locations don't match the fragment shader input locations.

This commit is contained in:
Luis Ángel San Martín Rodríguez
2026-02-06 17:53:19 +01:00
committed by luisangelsm
parent 7fad1ebb3f
commit 5ebf52bdb3
4 changed files with 5 additions and 5 deletions

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@ -5,7 +5,7 @@ layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in flat vec4 vInstanceShading;
layout(location = 2) in flat float vInstanceOpacity;
layout(location = 3) in flat float vIsReflection;
layout(location = 5) in vec2 vLocalPos;
layout(location = 4) in vec2 vLocalPos;
// Output
layout(location = 0) out vec4 fragColor;

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@ -15,10 +15,10 @@ layout(location = 8) in float instanceFlip;
// Outputs to fragment shader
layout(location = 0) out vec2 vTexCoord;
layout(location = 2) out flat vec4 vInstanceShading;
layout(location = 3) out flat float vInstanceOpacity;
layout(location = 4) out flat float vIsReflection;
layout(location = 5) out vec2 vLocalPos;
layout(location = 1) out flat vec4 vInstanceShading;
layout(location = 2) out flat float vInstanceOpacity;
layout(location = 3) out flat float vIsReflection;
layout(location = 4) out vec2 vLocalPos;
// Uniform buffer
layout(std140, binding = 0) uniform UniformBuffer

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