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XCEngine/tests/RHI/integration/sphere/Res/Shader/sphere_vulkan.vert

20 lines
463 B
GLSL

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