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

30 lines
548 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inColor;
layout (binding = 0) uniform UboView
{
mat4 projection;
mat4 view;
} uboView;
layout (binding = 1) uniform UboInstance
{
mat4 model;
} uboInstance;
layout (location = 0) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
mat4 modelView = uboView.view * uboInstance.model;
vec3 worldPos = vec3(modelView * vec4(inPos, 1.0));
gl_Position = uboView.projection * modelView * vec4(inPos.xyz, 1.0);
}