procedural-3d-engine/shaders/glsl/offscreen/mirror.vert

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GLSL
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#version 450
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
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mat4 model;
} ubo;
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layout (location = 0) out vec4 outPos;
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void main()
{
outPos = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
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gl_Position = outPos;
}