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

20 lines
416 B
GLSL

#version 450
// Vertex attributes
layout (location = 0) in vec4 inPos;
layout (location = 2) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 modelview;
} ubo;
layout (location = 0) out vec2 outUV;
void main()
{
outUV = inUV;
// Skysphere always at center, only use rotation part of modelview matrix
gl_Position = ubo.projection * mat4(mat3(ubo.modelview)) * vec4(inPos.xyz, 1.0);
}