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Univerxel/resource/shaders/src/Tris.vert

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591 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0) uniform UniformBufferObject {
mat4 view;
mat4 proj;
} UBO;
layout(push_constant) uniform PushConst {
mat4 model;
} Push;
layout(location = 0) in vec3 Position_modelspace;
layout(location = 1) in vec3 Color_model;
layout(location = 2) in vec2 TexCoord_model;
layout(location = 0) out vec3 Color;
layout(location = 1) out vec2 TexCoord;
void main() {
gl_Position = UBO.proj * UBO.view * Push.model * vec4(Position_modelspace, 1.0);
Color = Color_model;
TexCoord = TexCoord_model;
}