20 lines
463 B
GLSL
20 lines
463 B
GLSL
#version 450
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layout(location = 0) in vec4 aPosition;
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layout(location = 1) in vec2 aTexCoord;
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layout(set = 1, binding = 0, std140) uniform MatrixBuffer {
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mat4 gProjectionMatrix;
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mat4 gViewMatrix;
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mat4 gModelMatrix;
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};
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layout(location = 0) out vec2 vTexCoord;
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void main() {
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vec4 positionWS = gModelMatrix * aPosition;
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vTexCoord = aTexCoord;
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}
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