16 lines
380 B
GLSL
16 lines
380 B
GLSL
#version 450
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#include "common.glsl"
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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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layout(location = 0) out vec2 vertex_uv;
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layout(push_constant) uniform Model {
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mat4 transformation;
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} model;
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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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} |