2020-09-27 20:25:35 +00:00
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#version 450 core
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2020-10-09 14:41:24 +00:00
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layout(binding = 0) uniform UniformBufferObject {
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mat4 view;
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mat4 proj;
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2020-10-14 10:59:24 +00:00
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} UBO;
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2020-09-27 20:25:35 +00:00
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layout (location = 0) in vec3 Position_modelspace;
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layout (location = 0) out vec3 UV;
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void main(){
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UV = Position_modelspace;
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2020-10-14 10:59:24 +00:00
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mat4 view = UBO.view;
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2020-10-09 14:41:24 +00:00
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view[3] = vec4(0.0f, 0.0f, 0.0f, 1.0f);
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2020-10-14 10:59:24 +00:00
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gl_Position = (UBO.proj * view * vec4(Position_modelspace, 1.0)).xyww;
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2020-09-27 20:25:35 +00:00
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}
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