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graphite/dist/shaders/deferred/point.vert

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2024-01-03 16:05:02 -05:00
layout(location = 0) in vec3 inPosition;
layout(location = 0) out vec2 outUV;
layout(std140, binding = 0) uniform UniformSceneData
{
mat4 projection, view, model;
vec4 cameraPosition, lightPosition;
vec3 color;
float radius;
vec2 viewport;
} sceneData;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = sceneData.projection * sceneData.view * sceneData.model * vec4(inPosition, 1.0);
outUV = (sceneData.view * sceneData.model * vec4(inPosition, 1.0)).xy;
}