31 lines
No EOL
668 B
GLSL
31 lines
No EOL
668 B
GLSL
#version 450
|
|
|
|
layout (location = 0) in vec3 inPos;
|
|
layout (location = 1) in vec3 inNormal;
|
|
layout (location = 2) in vec2 inUV;
|
|
layout (location = 3) in vec3 inColor;
|
|
|
|
layout (set = 0, binding = 0) uniform UBOScene {
|
|
mat4 projection;
|
|
mat4 view;
|
|
} uboCamera;
|
|
|
|
layout (set = 0, binding = 1) uniform UBOModel {
|
|
mat4 local;
|
|
} uboModel;
|
|
|
|
layout (location = 0) out vec3 outNormal;
|
|
layout (location = 1) out vec3 outColor;
|
|
layout (location = 2) out vec2 outUV;
|
|
|
|
out gl_PerVertex {
|
|
vec4 gl_Position;
|
|
};
|
|
|
|
void main()
|
|
{
|
|
outNormal = inNormal;
|
|
outColor = inColor;
|
|
outUV = inUV;
|
|
gl_Position = uboCamera.projection * uboCamera.view * uboModel.local * vec4(inPos.xyz, 1.0);
|
|
} |