procedural-3d-engine/shaders/glsl/descriptorindexing/descriptorindexing.vert

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// Copyright 2021 Sascha Willems
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in int inTextureIndex;
layout (binding = 0) uniform Matrices
{
mat4 projection;
mat4 view;
mat4 model;
} matrices;
layout (location = 0) out vec2 outUV;
layout (location = 1) flat out int outTexIndex;
void main()
{
outUV = inUV;
outTexIndex = inTextureIndex;
vec4 pos = vec4(inPos, 1.0f);
gl_Position = matrices.projection * matrices.view * matrices.model * pos;
}