From f6fe40e125a99bd3ea47c476f6a95b6e820a51aa Mon Sep 17 00:00:00 2001 From: Matthew Kosarek Date: Wed, 13 Oct 2021 07:29:09 -0400 Subject: Adding square leaves to the tree --- themes/Renderer2d.cpp | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) (limited to 'themes/Renderer2d.cpp') diff --git a/themes/Renderer2d.cpp b/themes/Renderer2d.cpp index 3e29656..2750557 100644 --- a/themes/Renderer2d.cpp +++ b/themes/Renderer2d.cpp @@ -9,12 +9,11 @@ const char* renderer2dVertexShader = "attribute vec2 position; \n" "attribute vec4 color; \n" -"attribute vec4 transform; \n" "uniform mat4 projection; \n" "uniform mat4 model; \n" "varying lowp vec4 VertexColor; \n" "void main() { \n" -" vec4 fragmentPosition = projection * model * vec4(position.x + transform.x, position.y + transform.x, 1, 1); \n" +" vec4 fragmentPosition = projection * model * vec4(position.x, position.y, 0, 1); \n" " gl_Position = fragmentPosition; \n" " VertexColor = color; \n" "}"; @@ -46,7 +45,6 @@ void Renderer2d::load(WebglContext* inContext) { useShader(shader); attributes.position = getShaderAttribute(shader, "position"); attributes.color = getShaderAttribute(shader, "color"); - attributes.transform = getShaderAttribute(shader, "transform"); uniforms.projection = getShaderUniform(shader, "projection"); uniforms.model = getShaderUniform(shader, "model"); projection = Mat4x4().getOrthographicMatrix(0, context->width, 0, context->height); @@ -93,9 +91,6 @@ void Renderer2dShape::load(Renderer2dVertex* inVertices, uint32 inNumVertices, R glEnableVertexAttribArray(renderer->attributes.color); glVertexAttribPointer(renderer->attributes.color, 4, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, color)); - glEnableVertexAttribArray(renderer->attributes.transform); - glVertexAttribPointer(renderer->attributes.transform, 2, GL_FLOAT, GL_FALSE, sizeof(Renderer2dVertex), (GLvoid *)offsetof(Renderer2dVertex, transform)); - glBindBuffer(GL_ARRAY_BUFFER, 0); glBindVertexArray(0); } -- cgit v1.2.1