28 lines
485 B
GLSL
28 lines
485 B
GLSL
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#version 450 core
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layout(location = 0) in vec3 Vertex;
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layout(location = 1) in vec3 Color;
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layout(location = 2) in vec3 Normal;
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layout(binding = 0) uniform WorldMatrix
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{
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mat4 ortho;
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mat4 projection;
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mat4 modelview;
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mat4 mvp;
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vec4 view_pos;
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} world;
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layout(push_constant) uniform Consts {
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mat4 local_to_world;
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} pc;
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layout(location = 0) out vec4 FragmentColor;
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void main()
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{
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FragmentColor=vec4(Color,1.0);
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gl_Position=vec4(Vertex,1.0)*world.mvp;
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}
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