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

18 lines
314 B
GLSL

#version 450 core
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec2 inUV;
layout (location = 0) out vec2 outUV;
layout (set = 0, binding = 0) uniform UBO
{
mat4 mvp;
} ubo;
void main(void)
{
gl_Position = ubo.mvp * vec4(inPos, 1.0);
outUV = inUV;
}