procedural-3d-engine/shaders/glsl/texturecubemaparray/skybox.vert

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2020-07-19 07:07:54 +02:00
#version 450
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 invModel;
float lodBias;
int cubeMapIndex;
} ubo;
layout (location = 0) out vec3 outUVW;
void main()
{
outUVW = inPos;
outUVW.yz *= -1.0f;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}