2021-01-18 08:13:52 +00:00
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#version 450
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 Projection;
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mat4 View;
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mat4 Sky;
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};
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layout (push_constant) uniform PushConstants {
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mat4 Model;
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};
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layout (location = 0) in vec4 vertex;
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layout (location = 1) in vec4 tl_uv;
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layout (location = 0) out vec4 tl_st;
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2021-01-19 16:25:54 +00:00
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layout (location = 1) out vec3 direction;
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2021-01-18 08:13:52 +00:00
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void
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main (void)
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{
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gl_Position = Projection * (View * (Model * vertex));
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2021-01-23 11:42:53 +00:00
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direction = (Sky * vertex).xyz;
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2021-01-18 08:13:52 +00:00
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tl_st = tl_uv;
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}
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