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graph/shaders/mesh.vert

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#version 460 core
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inUV;
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layout(location = 0) out vec3 outFragPos;
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layout(location = 1) out vec4 outShadowPos;
layout(location = 2) out vec3 outNormal;
layout(location = 3) out vec2 outUV;
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layout(push_constant) uniform PushConstants {
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mat4 vp, lightSpace;
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} pushConstants;
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const mat4 biasMat = mat4(
0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.0, 1.0);
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void main() {
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gl_Position = pushConstants.vp * vec4(inPosition, 1.0);
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outFragPos = inPosition;
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outShadowPos = (biasMat * pushConstants.lightSpace) * vec4(inPosition, 1.0);
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outNormal = inNormal;
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outUV = inUV;
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}