ref_vk/shaders/nullmodel.vert

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GLSL
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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 inVertex;
layout(location = 1) in vec3 inColor;
layout(push_constant) uniform PushConstant
{
mat4 vpMatrix;
} pc;
layout(binding = 0) uniform UniformBufferObject
{
mat4 model;
} ubo;
layout(location = 0) out vec4 color;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
gl_Position = pc.vpMatrix * ubo.model * vec4(inVertex, 1.0);
color = vec4(inColor, 1.0);
}