RuntimeData/shader/UBO_WorldMatrix.glsl
2020-04-08 20:51:01 +08:00

16 lines
247 B
GLSL

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;
} world;