2024-01-08 20:32:47 -07:00
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#version 450
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2024-01-12 21:12:31 -07:00
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layout( push_constant ) uniform constants {
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2024-01-08 20:32:47 -07:00
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mat4 view;
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mat4 proj;
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2024-01-12 22:07:43 -07:00
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mat4 model;
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2024-01-12 21:12:31 -07:00
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} scene_pc;
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layout(set = 0, binding = 0) uniform SceneUniformBuffer {
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mat4 test;
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2024-01-10 13:19:41 -07:00
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} scene_ubo;
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2024-01-08 20:32:47 -07:00
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTex;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 fragTex;
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void main() {
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gl_Position = scene_pc.proj * scene_pc.view * scene_pc.model * vec4(inPosition, 1.0);
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2024-01-08 20:32:47 -07:00
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fragColor = inColor;
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fragTex = inTex;
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}
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