16 lines
		
	
	
		
			380 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			16 lines
		
	
	
		
			380 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 450
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| #include "common.glsl"
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| 
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| layout(location = 0) in vec3 input_position;
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| layout(location = 1) in vec2 input_uv;
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| 
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| layout(location = 0) out vec2 vertex_uv;
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| 
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| layout(push_constant) uniform Model {
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|     mat4 transformation;
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| } model;
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| 
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| void main() {
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|     gl_Position = camera.projection * camera.view * model.transformation * vec4(input_position, 1.0);
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|     vertex_uv = input_uv;
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| } |