now we have UBOs/GLSL450 we can use the same shaders for every backend
[demo] / gl_shaders / sky.v.glsl
diff --git a/gl_shaders/sky.v.glsl b/gl_shaders/sky.v.glsl
deleted file mode 100644 (file)
index f5ba24f..0000000
+++ /dev/null
@@ -1,19 +0,0 @@
-#version 450
-
-#define SKY_MATRIX_UNIFORMS 2
-
-layout(std140, binding = SKY_MATRIX_UNIFORMS) uniform svu {
-       mat4 mviewproj;
-} s;
-
-
-layout(location = 1) in vec3 attr_pos;
-layout(location = 2) in vec3 attr_normal;
-
-out vec3 normal;
-
-void main()
-{
-       gl_Position = s.mviewproj * vec4(attr_pos, 1.0);
-       normal = attr_normal;
-}