2020-09-27 20:25:35 +00:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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2020-09-29 19:28:11 +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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} ubo;
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2020-10-09 14:41:24 +00:00
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layout(push_constant) uniform PushConst {
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mat4 model;
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} Push;
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2020-09-29 19:28:11 +00:00
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2020-10-05 08:10:27 +00:00
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layout(location = 0) in vec3 inPosition;
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2020-09-27 20:25:35 +00:00
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layout(location = 1) in vec3 inColor;
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2020-10-01 17:54:02 +00:00
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layout(location = 2) in vec2 inTexCoord;
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2020-09-27 20:25:35 +00:00
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layout(location = 0) out vec3 fragColor;
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2020-10-01 17:54:02 +00:00
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layout(location = 1) out vec2 fragTexCoord;
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2020-09-27 20:25:35 +00:00
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void main() {
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2020-10-09 14:41:24 +00:00
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gl_Position = ubo.proj * ubo.view * Push.model * vec4(inPosition, 1.0);
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2020-09-27 20:25:35 +00:00
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fragColor = inColor;
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2020-10-01 17:54:02 +00:00
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fragTexCoord = inTexCoord;
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2020-09-27 20:25:35 +00:00
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}
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