21 lines
469 B
GLSL
21 lines
469 B
GLSL
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec4 inColor;
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layout(location = 0) out vec3 outPosition;
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layout(location = 1) out vec4 outColor;
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layout(binding = 0) uniform UniformDebugData {
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mat4 projection, view, model;
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vec4 pickColor;
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} udd;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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gl_Position = udd.projection * udd.view * udd.model * vec4(inPosition, 1.0);
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outPosition = inPosition;
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outColor = inColor;
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}
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