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prism/shaders/debug.vert.glsl

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2020-08-11 12:07:21 -04:00
layout (location = 0) in vec3 inPosition;
layout(push_constant, binding = 1) uniform PushConstant{
mat4 mvp;
vec4 color;
};
void main() {
gl_Position = mvp * vec4(inPosition, 1.0);
}