procedural-3d-engine/data/shaders/subpasses/transparent.vert

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468 B
GLSL

#version 450
layout (location = 0) in vec4 inPos;
layout (location = 1) in vec3 inColor;
layout (location = 2) in vec3 inNormal;
layout (location = 3) in vec2 inUV;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 view;
} ubo;
layout (location = 0) out vec3 outColor;
layout (location = 1) out vec2 outUV;
void main ()
{
outColor = inColor;
outUV = inUV;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0);
}