30 lines
548 B
GLSL
30 lines
548 B
GLSL
#version 450
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec3 inColor;
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layout (binding = 0) uniform UboView
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{
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mat4 projection;
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mat4 view;
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} uboView;
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layout (binding = 1) uniform UboInstance
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{
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mat4 model;
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} uboInstance;
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layout (location = 0) out vec3 outColor;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outColor = inColor;
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mat4 modelView = uboView.view * uboInstance.model;
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vec3 worldPos = vec3(modelView * vec4(inPos, 1.0));
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gl_Position = uboView.projection * modelView * vec4(inPos.xyz, 1.0);
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}
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