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Vulkan_Udemy/shaders/basic.vert
2025-05-17 12:34:03 +09:00

16 lines
380 B
GLSL

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