2016-02-16 15:07:25 +01:00
|
|
|
#version 450
|
|
|
|
|
|
2019-04-13 13:38:17 +02:00
|
|
|
layout (location = 0) in vec3 inPos;
|
2016-02-16 15:07:25 +01:00
|
|
|
layout (location = 1) in vec2 inUV;
|
|
|
|
|
|
|
|
|
|
struct Instance
|
|
|
|
|
{
|
|
|
|
|
mat4 model;
|
2024-01-14 15:23:58 +01:00
|
|
|
float arrayIndex;
|
2016-02-16 15:07:25 +01:00
|
|
|
};
|
|
|
|
|
|
|
|
|
|
layout (binding = 0) uniform UBO
|
|
|
|
|
{
|
|
|
|
|
mat4 projection;
|
|
|
|
|
mat4 view;
|
|
|
|
|
Instance instance[8];
|
|
|
|
|
} ubo;
|
|
|
|
|
|
|
|
|
|
layout (location = 0) out vec3 outUV;
|
|
|
|
|
|
|
|
|
|
void main()
|
|
|
|
|
{
|
2024-01-14 15:23:58 +01:00
|
|
|
outUV = vec3(inUV, ubo.instance[gl_InstanceIndex].arrayIndex);
|
2016-02-16 15:07:25 +01:00
|
|
|
mat4 modelView = ubo.view * ubo.instance[gl_InstanceIndex].model;
|
2019-04-13 13:38:17 +02:00
|
|
|
gl_Position = ubo.projection * modelView * vec4(inPos, 1.0);
|
2016-02-16 15:07:25 +01:00
|
|
|
}
|