@@ 457,12 457,13 @@ void main() {
"""),
(GL_FRAGMENT_SHADER, """
#version 450 core
+#extension GL_ARB_bindless_texture : require
in vec3 normal;
in vec3 worldPos;
in vec4 fragPosLightSpace;
in vec2 uv;
out vec3 color;
-uniform sampler2D diffuse;
+layout(bindless_sampler, location=1) uniform sampler2D diffuse;
void main() {
vec3 lightPos = vec3(4, 4, 4);
@@ 491,19 492,11 @@ void main() {
layout (triangles) in;
layout (line_strip /*for lines, use "points" for points*/, max_vertices=3) out;
-in vec2 texcoords_pass[]; //Texcoords from Vertex Shader
-in vec3 normals_pass[]; //Normals from Vertex Shader
-
-out vec3 normals; //Normals for Fragment Shader
-out vec2 texcoords; //Texcoords for Fragment Shader
-
void main(void)
{
int i;
for (i = 0; i < gl_in.length(); i++)
{
- texcoords=texcoords_pass[i]; //Pass through
- normals=normals_pass[i]; //Pass through
gl_Position = gl_in[i].gl_Position; //Pass through
EmitVertex();
}