Fixes shader errors reported by Auria
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23bc1f9344
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@ -17,6 +17,7 @@ layout(location = 8) in vec3 Orientation;
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layout(location = 9) in vec3 Scale;
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layout(location = 9) in vec3 Scale;
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#else
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#else
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in vec3 Position;
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in vec3 Position;
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in vec4 Color;
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in vec2 Texcoord;
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in vec2 Texcoord;
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in vec3 Origin;
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in vec3 Origin;
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@ -8,11 +8,17 @@ uniform mat4 TextureMatrix =
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0., 0., 1., 0.,
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0., 0., 1., 0.,
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0., 0., 0., 1.);
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0., 0., 0., 1.);
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec4 Color;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 3) in vec2 Texcoord;
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#else
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in vec3 Position;
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in vec3 Normal;
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in vec4 Color;
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in vec2 Texcoord;
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#endif
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out vec3 nor;
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out vec3 nor;
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out vec2 uv;
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out vec2 uv;
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@ -9,8 +9,13 @@ layout (std140) uniform MatrixesData
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uniform mat4 ModelMatrix;
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uniform mat4 ModelMatrix;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 0) in vec3 Position;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 3) in vec2 Texcoord;
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#else
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in vec3 Position;
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in vec2 Texcoord;
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#endif
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#ifdef VSLayer
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#ifdef VSLayer
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out vec2 uv;
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out vec2 uv;
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@ -10,9 +10,15 @@ layout (std140) uniform MatrixesData
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uniform mat4 ModelMatrix;
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uniform mat4 ModelMatrix;
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uniform vec3 windDir;
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uniform vec3 windDir;
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#if __VERSION__ >= 330
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layout(location = 0) in vec3 Position;
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layout(location = 0) in vec3 Position;
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layout(location = 2) in vec4 Color;
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layout(location = 2) in vec4 Color;
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layout(location = 3) in vec2 Texcoord;
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layout(location = 3) in vec2 Texcoord;
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#else
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in vec3 Position;
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in vec4 Color;
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in vec2 Texcoord;
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#endif
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#ifdef VSLayer
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#ifdef VSLayer
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out vec2 uv;
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out vec2 uv;
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