procedural-3d-engine/data/shaders/occlusionquery/occluder.vert

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GLSL
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2016-02-16 15:07:25 +01:00
#version 450
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_420pack : enable
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outColor;
void main()
{
outColor = inColor;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
}