20 lines
414 B
GLSL
20 lines
414 B
GLSL
#version 450
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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(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 = ubo.proj * ubo.view * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTex = inTex;
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}
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