procedural-3d-engine/data/shaders/glsl/texturecubemaparray/skybox.vert
2020-07-19 07:07:54 +02:00

21 lines
337 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
mat4 invModel;
float lodBias;
int cubeMapIndex;
} ubo;
layout (location = 0) out vec3 outUVW;
void main()
{
outUVW = inPos;
outUVW.y *= -1.0;
gl_Position = ubo.projection * ubo.model * vec4(inPos.xyz, 1.0);
}