precision mediump float;
-in vec4 planet_color;
+uniform vec4 u_planet_colors[4];
+
+in float planet_color_idx;
out vec4 fragColor;
void main() {
- fragColor = planet_color;
+ fragColor = u_planet_colors[int(planet_color_idx)];
}
layout(location = 2) in float a_mass;
layout(location = 3) in float a_planet_color_idx;
-uniform vec4 u_planet_colors[4];
-out vec4 planet_color;
+out float planet_color_idx;
uniform mat4 u_proj;
void main() {
gl_Position = u_proj * vec4(a_shape_pos * a_mass + a_obj_pos, 0, 1);
- planet_color = u_planet_colors[int(a_planet_color_idx)];
+ planet_color_idx = a_planet_color_idx;
}
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