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

24 lines
403 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 3) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
} ubo;
layout (location = 0) out vec3 outUV;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = vec3(inUV.st, inNormal.z);
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}