diff --git a/resources/shaders/core/3d/fragment_core.glsl b/resources/shaders/core/3d/fragment_core.glsl index c025137..18ab10d 100644 --- a/resources/shaders/core/3d/fragment_core.glsl +++ b/resources/shaders/core/3d/fragment_core.glsl @@ -14,9 +14,6 @@ in vec3 vs_frag_pos; in mat3 vs_tbn; -in vec3 vs_tangent; -in vec3 vs_bitangent; - const int SAMP_DIFFUSE = 0; const int SAMP_SPECULAR = 1; @@ -49,8 +46,6 @@ void main() { fs_color = vec4(lighting, 1.f) * texture(u_material.diffuse, vs_texcoord); - //fs_color = vec4(vs_tangent, 1.f); - //fs_color = vec4(vs_bitangent, 1.f); } vec3 calculate_lighting() { diff --git a/resources/shaders/core/3d/vertex_core.glsl b/resources/shaders/core/3d/vertex_core.glsl index 5dbace3..984b2d1 100644 --- a/resources/shaders/core/3d/vertex_core.glsl +++ b/resources/shaders/core/3d/vertex_core.glsl @@ -22,9 +22,6 @@ out vec3 vs_frag_pos; out mat3 vs_tbn; -out vec3 vs_tangent; -out vec3 vs_bitangent; - uniform mat4 u_transform_matrix; uniform mat4 u_view_matrix; uniform mat4 u_projection_matrix; @@ -55,7 +52,4 @@ void main() { vec3 B = normalize(vec3(u_transform_matrix * vec4(vertex_bitangent, 1.f))); vec3 N = normalize(vec3(u_transform_matrix * vec4(vertex_normal, 1.f))); vs_tbn = mat3(T, B, N); - - vs_tangent = vertex_tangent; - vs_bitangent = vertex_bitangent; } \ No newline at end of file