27 lines
648 B
GLSL
27 lines
648 B
GLSL
#version 450
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec3 tangent;
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layout(location = 3) in vec3 biTangent;
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layout(location = 4) in vec3 textureCoordinates;
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layout(location = 5) in vec4 color;
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layout(location = 1) out vec2 fragTextureCoordinates;
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layout(set = 0, binding = 0) uniform NodeData
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{
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mat4 world;
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} node;
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layout(set = 1, binding = 0) uniform CameraData
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{
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mat4 viewProjection;
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mat4 view;
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mat4 projection;
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vec4 camPos;
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} cam;
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void main() {
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gl_Position = cam.viewProjection * node.world * vec4(position, 1.0);
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fragTextureCoordinates.xy = textureCoordinates.xy;
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}
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