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

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2016-02-16 15:07:25 +01:00
#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inColor;
layout (binding = 0) uniform UBO
{
mat4 projectionMatrix;
mat4 modelMatrix;
mat4 viewMatrix;
} ubo;
layout (location = 0) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
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void main()
{
outColor = inColor;
gl_Position = ubo.projectionMatrix * ubo.viewMatrix * ubo.modelMatrix * vec4(inPos.xyz, 1.0);
}