ref_vk/shaders/beam.vert

26 lines
427 B
GLSL

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