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offscreen.vert 331B

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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (location = 0) in vec3 inPos;
  5. layout (binding = 0) uniform UBO
  6. {
  7. mat4 depthMVP;
  8. } ubo;
  9. out gl_PerVertex
  10. {
  11. vec4 gl_Position;
  12. };
  13. void main()
  14. {
  15. gl_Position = ubo.depthMVP * vec4(inPos, 1.0);
  16. }