ref_vk/shaders/model.vert

33 lines
676 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 inVertex;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(push_constant) uniform PushConstant
{
mat4 vpMatrix;
} pc;
layout(set = 1, binding = 0) uniform UniformBufferObject
{
mat4 model;
int textured;
} ubo;
layout(location = 0) out vec4 color;
layout(location = 1) out vec2 texCoord;
layout(location = 2) out int textured;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
gl_Position = pc.vpMatrix * ubo.model * vec4(inVertex, 1.0);
color = inColor;
texCoord = inTexCoord;
textured = ubo.textured;
}