2020-07-19 07:07:54 +02:00
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#version 450
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layout (location = 0) in vec3 inPos;
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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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mat4 invModel;
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float lodBias;
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int cubeMapIndex;
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} ubo;
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layout (location = 0) out vec3 outUVW;
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void main()
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{
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outUVW = inPos;
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2020-08-28 21:15:13 +02:00
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outUVW.yz *= -1.0f;
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2020-07-19 07:07:54 +02:00
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gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
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}
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