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-rw-r--r--src/assets/shaders/scene/frag.glsl11
-rw-r--r--src/assets/shaders/scene/vert.glsl18
2 files changed, 0 insertions, 29 deletions
diff --git a/src/assets/shaders/scene/frag.glsl b/src/assets/shaders/scene/frag.glsl
deleted file mode 100644
index 81e08b9..0000000
--- a/src/assets/shaders/scene/frag.glsl
+++ /dev/null
@@ -1,11 +0,0 @@
-uniform sampler2D texture_data;
-
-void main()
-{
- vec4 texel = texture(texture_data, vertex_texcoord);
- if (texel.a != 1.0) {
- discard;
- }
-
- frag_color = vec4(texel.rgb, texel.a);
-}
diff --git a/src/assets/shaders/scene/vert.glsl b/src/assets/shaders/scene/vert.glsl
deleted file mode 100644
index 64f400c..0000000
--- a/src/assets/shaders/scene/vert.glsl
+++ /dev/null
@@ -1,18 +0,0 @@
-in vec4 joint;
-in vec4 weight;
-
-uniform mat4 joint_matrices[128];
-
-void main()
-{
- vertex_texcoord = texcoord;
- vertex_normal = (normal_matrix * vec4(normal, 1.0)).xyz;
- mat4 skin
- = weight.x * joint_matrices[int(joint.x)]
- + weight.y * joint_matrices[int(joint.y)]
- + weight.z * joint_matrices[int(joint.z)]
- + weight.w * joint_matrices[int(joint.w)];
- vec3 pos = (position * skin * vec4(vertex, 1.0)).xyz;
- vertex_view_vector = camera_pos - pos;
- gl_Position = projection * view * vec4(pos, 1.0);
-}