16 lines
251 B
GLSL
16 lines
251 B
GLSL
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#version 450
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layout(location = 0) in vec3 inPos;
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layout(location = 0) out vec3 vPos;
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layout(set = 2, binding = 0) uniform UBO
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{
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mat4 ViewProjection;
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} ubo;
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void main()
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{
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vPos = inPos;
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gl_Position = ubo.ViewProjection * vec4(inPos, 1.0);
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}
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