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- #version 450
-
- layout (location = 0) in vec3 inPos;
- layout (location = 1) in vec3 inNormal;
- layout (location = 2) in vec2 inUV;
- layout (location = 3) in vec3 inColor;
-
- layout (set = 0, binding = 0) uniform UBOScene {
- mat4 projection;
- mat4 view;
- } uboCamera;
-
- layout (set = 0, binding = 1) uniform UBOModel {
- mat4 local;
- } uboModel;
-
- layout (location = 0) out vec3 outNormal;
- layout (location = 1) out vec3 outColor;
- layout (location = 2) out vec2 outUV;
-
- out gl_PerVertex {
- vec4 gl_Position;
- };
-
- void main()
- {
- outNormal = inNormal;
- outColor = inColor;
- outUV = inUV;
- gl_Position = uboCamera.projection * uboCamera.view * uboModel.local * vec4(inPos.xyz, 1.0);
- }
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