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Divide-Framework

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Diff Revisions 279 vs 280 for /trunk/assets/shaders/GLSL/particles.glsl

Diff revisions: vs.
  @@ -10,14 +10,6 @@
10 10 uniform vec3 CameraRight_worldspace;
11 11 uniform vec3 CameraUp_worldspace;
12 12
13 - layout(binding = SHADER_BUFFER_CAM_MATRICES, std140) uniform dvd_MatrixBlock
14 - {
15 - mat4 dvd_ProjectionMatrix;
16 - mat4 dvd_ViewMatrix;
17 - mat4 dvd_ViewProjectionMatrix;
18 - vec4 dvd_ViewPort;
19 - };
20 -
21 13 void main()
22 14 {
23 15 float particleSize = particleNormalData.w; // because we encoded it this way.