ULRE/res/shader/OnlyPosition3D.vert

26 lines
424 B
GLSL

#version 450 core
layout(location = 0) in vec3 Vertex;
layout(binding = 0) uniform WorldMatrix
{
mat4 two_dim;
mat4 projection;
mat4 modelview;
mat4 mvp;
mat3 normal;
} world;
layout(push_constant) uniform Consts {
mat4 local_to_world;
} pc;
layout(location = 0) out vec4 FragmentColor;
void main()
{
FragmentColor=vec4(1.0);
gl_Position=vec4(Vertex,1.0)*pc.local_to_world*world.mvp;
}