procedural-3d-engine/shaders/glsl/descriptorbuffer/cube.vert

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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 3) in vec3 inColor;
layout (set = 0, binding = 0) uniform UBOCamera {
mat4 projection;
mat4 view;
} camera;
layout (set = 1, binding = 0) uniform UBOModel {
mat4 matrix;
} model;
layout (location = 0) out vec3 outNormal;
layout (location = 1) out vec3 outColor;
layout (location = 2) out vec2 outUV;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
outNormal = inNormal;
outColor = inColor;
outUV = inUV;
gl_Position = camera.projection * camera.view * model.matrix * vec4(inPos.xyz, 1.0);
}