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-rw-r--r--src/libjin/Graphics/Shaders/base.shader.h30
1 files changed, 2 insertions, 28 deletions
diff --git a/src/libjin/Graphics/Shaders/base.shader.h b/src/libjin/Graphics/Shaders/base.shader.h
index bf41c4f..45b63cd 100644
--- a/src/libjin/Graphics/Shaders/base.shader.h
+++ b/src/libjin/Graphics/Shaders/base.shader.h
@@ -1,31 +1,5 @@
-#ifndef LIBJIN_BASE_SHADER_H
-#define LIBJIN_BASE_SHADER_H
-/*
- * https://stackoverflow.com/questions/10868958/what-does-sampler2d-store
- * The sampler2D is bound to a texture unit. The glUniform call binds it to texture
- * unit zero. The glActiveTexture call is only needed if you are going to use multiple
- * texture units (because GL_TEXTURE0 is the default anyway).
-*/
-/*
-#VERTEX_SHADER
-
-vertex vert(vertex v)
-{
- return v;
-}
-
-#END_VERTEX_SHADER
-
-#FRAGMENT_SHADER
-
-vec4 frag(vec4 color, Texture tex, vertex v)
-{
- return Texel(tex, v.uv);
-}
-
-#END_FRAGMENT_SHADER
-
-*/
+#ifndef __LIBJIN_BASE_SHADER_H
+#define __LIBJIN_BASE_SHADER_H
static const char* base_shared = R"(
#define Number float