30 lines
471 B
GLSL
30 lines
471 B
GLSL
#version 460
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layout(set = 1, binding = 0)
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uniform PerSceneParameters
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{
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mat4 u_worldToView;
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mat4 u_viewToClip;
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};
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layout(set = 1, binding = 1)
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uniform PerModelParameters
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{
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mat4 u_modelToWorld;
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};
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layout(location = 0)
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in vec3 i_position;
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layout(location = 1)
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in vec2 i_texCoord;
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layout(location = 0)
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out vec2 o_texCoord;
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void main()
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{
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gl_Position = u_viewToClip * u_worldToView * u_modelToWorld * vec4(i_position, 1.0);
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o_texCoord = i_texCoord;
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}
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