procedural-3d-engine/data/shaders/glsl/occlusionquery/simple.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 modelview;
vec4 lightPos;
} ubo;
layout (location = 0) out vec3 outColor;
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out gl_PerVertex
{
vec4 gl_Position;
};
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void main()
{
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
}