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Fix shaders, vertex shader output locations don't match the fragment shader input locations.
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committed by
luisangelsm
parent
7fad1ebb3f
commit
5ebf52bdb3
@ -15,10 +15,10 @@ layout(location = 8) in float instanceFlip;
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// Outputs to fragment shader
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 2) out flat vec4 vInstanceShading;
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layout(location = 3) out flat float vInstanceOpacity;
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layout(location = 4) out flat float vIsReflection;
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layout(location = 5) out vec2 vLocalPos;
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layout(location = 1) out flat vec4 vInstanceShading;
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layout(location = 2) out flat float vInstanceOpacity;
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layout(location = 3) out flat float vIsReflection;
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layout(location = 4) out vec2 vLocalPos;
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// Uniform buffer
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layout(std140, binding = 0) uniform UniformBuffer
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