RuntimeData/shader/UBO/WorldMatrix.glsl
2020-05-28 22:07:07 +08:00

17 lines
266 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;
vec2 resolution;
} world;