layout(location=0) in vec4 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 texcoord;
layout(location=0) in vec4 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 texcoord;
-uniform LightParams light;
-uniform vec3 material_color;
-uniform sampler2D occlusion_map;
+layout(location=5) uniform LightParams light;
+layout(location=9) uniform vec3 material_color;
+layout(location=10) uniform sampler2D occlusion_map;
void main()
{
frag_color = vec4(material_color*(light.ambient+light.color*light.intensity*max(dot(light.dir, normalize(_vs_out_normal)), 0.0))*float(texture(occlusion_map, _vs_out_texcoord).x), 1.0);
void main()
{
frag_color = vec4(material_color*(light.ambient+light.color*light.intensity*max(dot(light.dir, normalize(_vs_out_normal)), 0.0))*float(texture(occlusion_map, _vs_out_texcoord).x), 1.0);