21 lines
395 B
GLSL
21 lines
395 B
GLSL
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layout(location = 0) in vec3 inPosition;
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layout(location = 0) out vec2 uv;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout(binding = 0) uniform UniformMatrixData {
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mat4 view;
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mat4 proj;
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mat4 model;
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vec4 color;
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} umd;
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void main() {
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gl_Position = umd.proj * umd.view * umd.model * vec4(inPosition, 1.0);
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uv = inPosition.xy * vec2(0.5) + vec2(0.5);
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uv.y *= -1;
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}
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