procedural-3d-engine/shaders/glsl/pushdescriptors/cube.vert

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2018-03-09 13:48:54 +01:00
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBOScene {
mat4 projection;
mat4 view;
} uboCamera;
layout (set = 0, binding = 1) uniform UBOModel {
mat4 local;
} uboModel;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
gl_Position = uboCamera.projection * uboCamera.view * uboModel.local * vec4(inPos.xyz, 1.0);
}