21 lines
415 B
GLSL
21 lines
415 B
GLSL
#version 450 core
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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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layout(push_constant) uniform PushConst {
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mat4 model;
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vec4 color;
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} Push;
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layout(location = 0) in vec3 Position_modelspace;
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layout(location = 0) out vec4 Color;
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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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}
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