ULRE/res/shader/PositionColor3D.vert

27 lines
460 B
GLSL
Raw Normal View History

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