procedural-3d-engine/shaders/glsl/multithreading/starsphere.vert

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#version 450
layout (location = 0) in vec3 inPos;
layout (std140, push_constant) uniform PushConsts
{
mat4 mvp;
} pushConsts;
layout (location = 0) out vec3 outUVW;
void main()
{
outUVW = inPos;
gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);
}