28 lines
510 B
GLSL
28 lines
510 B
GLSL
#version 450 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec2 aTexCoords;
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layout (binding = 0) uniform anonblock {
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mat4 model;
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mat4 view;
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mat4 projection;
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} ;
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layout (location = 0) out Vertex
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{
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vec4 color;
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vec3 worldSpacePos;
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vec3 worldSpaceNorm;
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vec2 texCoord1;
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flat int cameraIndex;
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float ii;
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} vs_out;
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void main()
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{
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gl_Position = projection * view * model * vec4(aPos, 1.0);
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vs_out.texCoord1 = aTexCoords;
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}
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