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spacefarer/data/shaders/basic.vert

19 lines
442 B
GLSL

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