diff --git a/shader/OnlyPosition.vert b/shader/OnlyPosition.vert index f1a7f77..536faf1 100644 --- a/shader/OnlyPosition.vert +++ b/shader/OnlyPosition.vert @@ -16,7 +16,8 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h mat4 inverse_mvp; vec4 view_pos; - vec2 resolution; + vec2 canvas_resolution; + vec2 viewport_resolution; } world; void main() diff --git a/shader/OnlyPosition3D.vert b/shader/OnlyPosition3D.vert index c6d3b25..a190865 100644 --- a/shader/OnlyPosition3D.vert +++ b/shader/OnlyPosition3D.vert @@ -1,4 +1,4 @@ -#version 450 core +#version 450 core layout(location = 0) in vec3 Vertex; @@ -16,7 +16,8 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h mat4 inverse_mvp; vec4 view_pos; - vec2 resolution; + vec2 canvas_resolution; + vec2 viewport_resolution; } world; layout(push_constant) uniform Consts { diff --git a/shader/PositionColor3D.vert b/shader/PositionColor3D.vert index 1f42239..54b024e 100644 --- a/shader/PositionColor3D.vert +++ b/shader/PositionColor3D.vert @@ -1,4 +1,4 @@ -#version 450 core +#version 450 core layout(location = 0) in vec3 Vertex; layout(location = 1) in vec4 Color; @@ -17,15 +17,13 @@ layout(binding=0) uniform WorldMatrix // hgl/math/Math.h mat4 inverse_mvp; vec4 view_pos; - vec2 resolution; + vec2 canvas_resolution; + vec2 viewport_resolution; } world; layout(push_constant) uniform Consts { mat4 local_to_world; - mat3 normal; - vec3 object_position; - vec3 object_size; }pc; layout(location = 0) out vec4 FragmentColor;