ULRE/res/shader/UBO_WorldMatrix.glsl

16 lines
264 B
GLSL

layout(std430,binding = 0,row_major) 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;