diff --git a/data/shaders/standard.vert b/data/shaders/standard.vert index 17c23e0b..0cde068f 100644 --- a/data/shaders/standard.vert +++ b/data/shaders/standard.vert @@ -78,8 +78,8 @@ layout(set = MATERIAL_DESCRIPTOR_SET, binding = 12) readonly buffer JointMatrice layout(location = 0) out vec3 eyePos; layout(location = 1) out vec3 normalDir; layout(location = 2) out vec4 vertexColor; -layout(location = 3) out vec2 texCoord[VSG_TEXCOORD_COUNT]; -layout(location = 6) out vec3 viewDir; +layout(location = 3) out vec3 viewDir; +layout(location = 4) out vec2 texCoord[VSG_TEXCOORD_COUNT]; out gl_PerVertex{ vec4 gl_Position; diff --git a/data/shaders/standard_flat_shaded.frag b/data/shaders/standard_flat_shaded.frag index e15c5fd3..13e9f34b 100644 --- a/data/shaders/standard_flat_shaded.frag +++ b/data/shaders/standard_flat_shaded.frag @@ -47,7 +47,7 @@ layout(set = MATERIAL_DESCRIPTOR_SET, binding = 11) uniform TexCoordIndices } texCoordIndices; layout(location = 2) in vec4 vertexColor; -layout(location = 3) in vec2 texCoord[VSG_TEXCOORD_COUNT]; +layout(location = 4) in vec2 texCoord[VSG_TEXCOORD_COUNT]; layout(location = 0) out vec4 outColor; diff --git a/data/shaders/standard_pbr.frag b/data/shaders/standard_pbr.frag index 2de06454..3b4b1d11 100644 --- a/data/shaders/standard_pbr.frag +++ b/data/shaders/standard_pbr.frag @@ -86,8 +86,8 @@ layout(set = VIEW_DESCRIPTOR_SET, binding = 0) uniform LightData layout(location = 0) in vec3 eyePos; layout(location = 1) in vec3 normalDir; layout(location = 2) in vec4 vertexColor; -layout(location = 3) in vec2 texCoord[VSG_TEXCOORD_COUNT]; -layout(location = 6) in vec3 viewDir; +layout(location = 3) in vec3 viewDir; +layout(location = 4) in vec2 texCoord[VSG_TEXCOORD_COUNT]; layout(location = 0) out vec4 outColor; diff --git a/data/shaders/standard_phong.frag b/data/shaders/standard_phong.frag index 43c4e8de..4be2bdd2 100644 --- a/data/shaders/standard_phong.frag +++ b/data/shaders/standard_phong.frag @@ -76,8 +76,8 @@ layout(set = VIEW_DESCRIPTOR_SET, binding = 0) uniform LightData layout(location = 0) in vec3 eyePos; layout(location = 1) in vec3 normalDir; layout(location = 2) in vec4 vertexColor; -layout(location = 3) in vec2 texCoord[VSG_TEXCOORD_COUNT]; -layout(location = 6) in vec3 viewDir; +layout(location = 3) in vec3 viewDir; +layout(location = 4) in vec2 texCoord[VSG_TEXCOORD_COUNT]; layout(location = 0) out vec4 outColor;