procedural-3d-engine/shaders/glsl/texturesparseresidency/sparseresidency.vert

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