RuntimeData/shader/Atomsphere.vert

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GLSL
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#version 450 core
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 resolution;
} world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
} pc;
layout(location = 0) out vec4 FragmentPosition;
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void main()
{
FragmentPosition=vec4(Position,1.0)*pc.local_to_world*world.mvp;
gl_Position=FragmentPosition;
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}