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Univerxel/resource/shaders/src/Color.vert

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GLSL
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#version 450 core
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layout(binding = 0) uniform UniformBufferObject {
mat4 view;
mat4 proj;
} UBO;
layout(push_constant) uniform PushConst {
mat4 model;
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vec4 color;
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} Push;
layout(location = 0) in vec3 Position_modelspace;
layout(location = 0) out vec4 Color;
void main(){
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gl_Position = UBO.proj * UBO.view * Push.model * vec4(Position_modelspace, 1);
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Color = Push.color;
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}