18 lines
314 B
GLSL
18 lines
314 B
GLSL
#version 450 core
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layout (location = 0) in vec3 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 = 0) out vec2 outUV;
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layout (set = 0, binding = 0) uniform UBO
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{
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mat4 mvp;
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} ubo;
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void main(void)
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{
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gl_Position = ubo.mvp * vec4(inPos, 1.0);
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outUV = inUV;
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}
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