19 lines
426 B
GLSL
19 lines
426 B
GLSL
#version 450
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layout(location = 0) in vec3 inCoord;
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layout(location = 1) in vec2 inUV;
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layout(location = 0) out vec2 outUV;
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layout(set = 1, binding = 0) uniform Camera{
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mat4 transform;
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} camera;
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layout(set = 1, binding = 1) uniform Object{
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mat4 transform;
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} object;
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void main() {
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gl_Position = vec4(inCoord, 1.0) * object.transform * camera.transform;
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gl_ClipDistance[0] = gl_Position.z;
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outUV = inUV;
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}
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