RuntimeData/shader/OnlyPosition3D.vert

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#version 450 core
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layout(location = 0) in vec3 Position;
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layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
vec2 canvas_resolution;
vec2 viewport_resolution;
}world;
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layout(push_constant) uniform Consts {
mat4 local_to_world;
}pc;
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void main()
{
gl_Position=vec4(Position,1.0)*(pc.local_to_world*world.mvp);
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}