From f7e6dec079dcbbc26a9e047cf2b0acf23c091836 Mon Sep 17 00:00:00 2001 From: Irene Knapp Date: Fri, 17 Jul 2026 14:25:30 -0700 Subject: add Transformation::look_at() now we have real camera behavior. yay! Force-Push: yes Change-Id: I291d0cce0f2624e9bff8356c8dbe2aabc49599e2 --- shaders/shader.vert | 18 ------------------ 1 file changed, 18 deletions(-) (limited to 'shaders/shader.vert') diff --git a/shaders/shader.vert b/shaders/shader.vert index ff1698d..d72c6a8 100644 --- a/shaders/shader.vert +++ b/shaders/shader.vert @@ -5,8 +5,6 @@ struct Transformation { vec3 translation; }; -// layout(binding = 0) uniform vec3 only_transform; - layout(binding = 0) uniform UniformBlock { vec3 scale; Transformation model; @@ -19,18 +17,6 @@ layout(location = 1) in vec3 inColor; layout(location = 0) out vec3 vertexColor; -vec2 triangle[3] = vec2[]( - vec2(0.0, -0.5), - vec2(0.5, 0.5), - vec2(-0.5, 0.5) -); - -vec3 colors[3] = vec3[]( - vec3(1.0, 0.0, 0.0), - vec3(0.0, 1.0, 0.0), - vec3(0.0, 0.0, 1.0) -); - // ///////////////// // // Quaternions // @@ -89,14 +75,10 @@ vec4 apply_all_transforms(vec3 position) { vec3 scaled = vec3(position.x * uniform_block.scale.x, position.y * uniform_block.scale.y, position.z * uniform_block.scale.z); - //return vec4(scaled, 1.0); vec3 model = transform(scaled, uniform_block.model); vec3 view = transform(model, uniform_block.view); - //vec4 projected = vec4(view, 1.0) * uniform_block.projection; vec4 projected = vec4(view, 1.0) * uniform_block.projection; - //return vec4(view, 1.000); return projected; - //return vec4(position, 1.0); } -- cgit 1.4.1