procedural-3d-engine/shaders/glsl/shadowmappingomni/offscreen.vert
2023-05-09 21:03:02 +02:00

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515 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 0) out vec4 outPos;
layout (location = 1) out vec3 outLightPos;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
mat4 model;
vec4 lightPos;
} ubo;
layout(push_constant) uniform PushConsts
{
mat4 view;
} pushConsts;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = ubo.projection * pushConsts.view * ubo.model * vec4(inPos, 1.0);
outPos = vec4(inPos, 1.0);
outLightPos = ubo.lightPos.xyz;
}