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Univerxel/resource/shaders-src/Sky.vert

15 lines
343 B
GLSL

#version 450 core
layout(push_constant) uniform PushConstants {
mat4 View;
mat4 Projection;
} Push;
layout (location = 0) in vec3 Position_modelspace;
layout (location = 0) out vec3 UV;
void main(){
UV = Position_modelspace;
gl_Position = (Push.Projection * Push.View * vec4(Position_modelspace, 1.0)).xyww;
}