19 lines
390 B
GLSL
19 lines
390 B
GLSL
#version 450
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#pragma shader_stage(vertex)
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layout(location=0) in vec4 position;
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layout(location=1) in vec2 uv0;
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layout(location=0) out vec2 outUV;
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layout(binding=0) uniform Camera {
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mat4 model;
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mat4 view;
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mat4 proj;
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} ubo;
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void main() {
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outUV = uv0;
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(position.xyz, 1.0f);
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// outColor = vec3(0.5f, 0.3f, 0.1f);
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} |