2016-09-11 18:42:30 +02:00
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#version 450
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layout (location = 0) in vec3 inPos;
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2016-10-20 21:30:37 +02:00
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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2016-09-11 18:42:30 +02:00
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 model;
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vec4 viewPos;
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float lodBias;
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} ubo;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out float outLodBias;
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void main()
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{
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outUV = inUV;
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outLodBias = ubo.lodBias;
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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}
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