diff --git a/projects/rtx/resources/shaders/shader.frag b/projects/rtx/resources/shaders/shader.frag deleted file mode 100644 index b5494bea7d6497e2e3dcd8559606864a71adb74e..0000000000000000000000000000000000000000 --- a/projects/rtx/resources/shaders/shader.frag +++ /dev/null @@ -1,15 +0,0 @@ -#version 450 -#extension GL_ARB_separate_shader_objects : enable - -layout(location = 0) in vec3 passNormal; -layout(location = 1) in vec2 passUV; - -layout(location = 0) out vec3 outColor; - -layout(set=0, binding=0) uniform texture2D meshTexture; -layout(set=0, binding=1) uniform sampler textureSampler; - -void main() { - outColor = texture(sampler2D(meshTexture, textureSampler), passUV).rgb; - //outColor = passNormal * 0.5 + 0.5; -} \ No newline at end of file diff --git a/projects/rtx/resources/shaders/shader.vert b/projects/rtx/resources/shaders/shader.vert deleted file mode 100644 index 76855152253b48b7400f016d063ed4f0e507435e..0000000000000000000000000000000000000000 --- a/projects/rtx/resources/shaders/shader.vert +++ /dev/null @@ -1,19 +0,0 @@ -#version 450 -#extension GL_ARB_separate_shader_objects : enable - -layout(location = 0) in vec3 inPosition; -layout(location = 1) in vec3 inNormal; -layout(location = 2) in vec2 inUV; - -layout(location = 0) out vec3 passNormal; -layout(location = 1) out vec2 passUV; - -layout( push_constant ) uniform constants{ - mat4 mvp; -}; - -void main() { - gl_Position = mvp * vec4(inPosition, 1.0); - passNormal = inNormal; - passUV = inUV; -} \ No newline at end of file