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skysphere.vert 340B

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  1. #version 450 core
  2. layout (location = 0) in vec3 inPos;
  3. layout (location = 1) in vec3 inNormal;
  4. layout (location = 2) in vec2 inUV;
  5. layout (location = 0) out vec2 outUV;
  6. layout (set = 0, binding = 0) uniform UBO
  7. {
  8. mat4 mvp;
  9. } ubo;
  10. void main(void)
  11. {
  12. gl_Position = ubo.mvp * vec4(inPos, 1.0);
  13. outUV = inUV;
  14. outUV.t = 1.0 - outUV.t;
  15. }