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21 lines
354 B
GLSL
21 lines
354 B
GLSL
#version 460
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layout (location = 0) in vec3 inPos;
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layout (location = 1) in vec4 inAttrib;
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layout (location = 0) out vec4 outAttrib;
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layout (std140, binding = 0) uniform Transformation
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{
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mat4 mdlvMtx;
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mat4 projMtx;
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} u;
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void main()
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{
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vec4 pos = u.mdlvMtx * vec4(inPos, 1.0);
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gl_Position = u.projMtx * pos;
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outAttrib = inAttrib;
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}
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