21 lines
415 B
GLSL
21 lines
415 B
GLSL
#version 450
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// Vertex attributes
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layout (location = 0) in vec4 inPos;
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layout (location = 1) in vec3 inNormal;
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layout (location = 2) in vec2 inUV;
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layout (location = 3) in vec3 inColor;
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layout (binding = 0) uniform UBO
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{
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mat4 projection;
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mat4 modelview;
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} ubo;
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layout (location = 0) out vec2 outUV;
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void main()
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{
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outUV = inUV * 32.0;
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gl_Position = ubo.projection * ubo.modelview * vec4(inPos.xyz, 1.0);
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}
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