procedural-3d-engine/shaders/glsl/oit/geometry.vert

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#version 450
layout (location = 0) in vec3 inPos;
layout (set = 0, binding = 0) uniform RenderPassUBO
{
mat4 projection;
mat4 view;
} renderPassUBO;
layout(push_constant) uniform PushConsts {
mat4 model;
vec4 color;
} pushConsts;
void main()
{
mat4 PVM = renderPassUBO.projection * renderPassUBO.view * pushConsts.model;
gl_Position = PVM * vec4(inPos, 1.0);
}