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4 changes: 2 additions & 2 deletions data/shaders/standard.vert
Original file line number Diff line number Diff line change
Expand Up @@ -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;
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2 changes: 1 addition & 1 deletion data/shaders/standard_flat_shaded.frag
Original file line number Diff line number Diff line change
Expand Up @@ -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;

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4 changes: 2 additions & 2 deletions data/shaders/standard_pbr.frag
Original file line number Diff line number Diff line change
Expand Up @@ -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;

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4 changes: 2 additions & 2 deletions data/shaders/standard_phong.frag
Original file line number Diff line number Diff line change
Expand Up @@ -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;

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