quakeforge/libs/video/renderer/vulkan/shader/bsp_gbuf.vert

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#version 450
layout (set = 0, binding = 0) uniform Matrices {
mat4 Projection3d;
mat4 View;
mat4 Sky;
mat4 Projection2d;
};
layout (push_constant) uniform PushConstants {
mat4 Model;
};
layout (location = 0) in vec4 vertex;
layout (location = 1) in vec4 tl_uv;
layout (location = 0) out vec4 tl_st;
layout (location = 1) out vec3 direction;
void
main (void)
{
// geometry shader will take care of Projection and View
gl_Position = Model * vertex;
direction = (Sky * vertex).xyz;
tl_st = tl_uv;
}