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OpenVulkano/openVulkanoCpp/Shader/text.vert

27 lines
648 B
GLSL

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