17 lines
394 B
GLSL
17 lines
394 B
GLSL
#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 = 0) out vec3 outFragPos;
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layout(location = 1) out vec3 outNormal;
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layout(push_constant) uniform PushConstants {
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mat4 mvp;
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} pushConstants;
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void main() {
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gl_Position = pushConstants.mvp * vec4(inPosition, 1.0);
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outFragPos = inPosition;
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outNormal = inNormal;
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}
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