procedural-3d-engine/data/shaders/offscreen/mirror.vert

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GLSL
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2016-02-16 15:07:25 +01:00
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec4 outPos;
void main()
{
outUV = inUV;
outPos = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
gl_Position = outPos;
}