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authorRay <[email protected]>2023-11-08 20:23:35 +0100
committerRay <[email protected]>2023-11-08 20:23:35 +0100
commite150f511d1b29ebea5537d9901994461795424db (patch)
treeb6430e6f49178408dd6150f47dc691ccf8113021 /examples/shaders/shaders_mesh_instancing.data
parentef398c8bbdbfc7a27df28affd15dca1d90e85dfa (diff)
downloadraylib.com-e150f511d1b29ebea5537d9901994461795424db.tar.gz
raylib.com-e150f511d1b29ebea5537d9901994461795424db.zip
Updated examples to latest raylib 5.0 and shell!
Diffstat (limited to 'examples/shaders/shaders_mesh_instancing.data')
-rw-r--r--examples/shaders/shaders_mesh_instancing.data8
1 files changed, 0 insertions, 8 deletions
diff --git a/examples/shaders/shaders_mesh_instancing.data b/examples/shaders/shaders_mesh_instancing.data
index dd14c51..79c8c28 100644
--- a/examples/shaders/shaders_mesh_instancing.data
+++ b/examples/shaders/shaders_mesh_instancing.data
@@ -18,12 +18,6 @@ uniform vec4 colDiffuse;
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
-struct MaterialProperty {
- vec3 color;
- int useSampler;
- sampler2D sampler;
-};
-
struct Light {
int enabled;
int type;
@@ -79,7 +73,6 @@ void main()
// Gamma correction
gl_FragColor = pow(finalColor, vec4(1.0/2.2));
}
-
#version 100
// Input vertex attributes
@@ -116,4 +109,3 @@ void main()
// Calculate final vertex position
gl_Position = mvpi*vec4(vertexPosition, 1.0);
}
-