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21 lines
406 B
GLSL
21 lines
406 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 inVertex;
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layout(location = 1) in vec3 inColor;
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layout(binding = 0) uniform UniformBufferObject
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{
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mat4 mvpMatrix;
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} ubo;
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layout(location = 0) out vec4 color;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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gl_Position = ubo.mvpMatrix * vec4(inVertex, 1.0);
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color = vec4(inColor, 1.0);
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}
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