2020-08-21 16:27:06 +09:00
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#version 450
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layout (location = 0) in vec3 inPos;
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layout (set = 0, binding = 0) uniform RenderPassUBO
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{
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mat4 projection;
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mat4 view;
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} renderPassUBO;
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2020-08-21 17:27:54 +02:00
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layout(push_constant) uniform PushConsts {
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mat4 model;
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2020-08-21 16:27:06 +09:00
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vec4 color;
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2020-08-21 17:27:54 +02:00
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} pushConsts;
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2020-08-21 16:27:06 +09:00
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void main()
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{
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2020-08-21 17:27:54 +02:00
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mat4 PVM = renderPassUBO.projection * renderPassUBO.view * pushConsts.model;
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2020-08-21 16:27:06 +09:00
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gl_Position = PVM * vec4(inPos, 1.0);
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}
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