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