19 lines
409 B
GLSL
19 lines
409 B
GLSL
#version 450
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layout(set = 0, binding = 0) uniform SceneUniformBufferObject
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{
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mat4 projection;
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mat4 view;
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mat4 model;
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vec3 lightPos;
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} ubo;
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layout(location = 0) in vec2 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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void main() {
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gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPosition.x, 0.0, inPosition.y, 1.0);
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fragColor = inColor;
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} |