23 lines
511 B
GLSL
23 lines
511 B
GLSL
layout(location = 0) in vec3 inPosition;
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layout(location = 0) out vec2 outUV;
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layout(std140, binding = 0) uniform UniformSceneData
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{
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mat4 projection, view, model;
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vec4 cameraPosition, lightPosition;
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vec3 color;
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float radius;
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vec2 viewport;
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} sceneData;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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gl_Position = sceneData.projection * sceneData.view * sceneData.model * vec4(inPosition, 1.0);
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outUV = (sceneData.view * sceneData.model * vec4(inPosition, 1.0)).xy;
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}
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