procedural-3d-engine/data/shaders/deferredshadows/deferred.vert

18 lines
308 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
} ubo;
layout (location = 0) out vec2 outUV;
void main()
{
outUV = inUV;
gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
}