14 lines
321 B
GLSL
14 lines
321 B
GLSL
layout(location = 0) in vec3 inPosition;
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layout(std140, binding = 0) uniform UniformDebugData {
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mat4 projection, view, model;
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vec4 color;
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} debugData;
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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 = debugData.projection * debugData.view * debugData.model * vec4(inPosition, 1.0);
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}
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