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XCEngine/engine/assets/builtin/shaders/depth-only/depth-only.vert.vk.glsl

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405 B
GLSL

// XC_BUILTIN_DEPTH_ONLY_VULKAN_VS
#version 450
layout(location = 0) in vec3 aPosition;
layout(set = 0, binding = 0, std140) uniform PerObjectConstants {
mat4 gProjectionMatrix;
mat4 gViewMatrix;
mat4 gModelMatrix;
};
void main() {
vec4 positionWS = gModelMatrix * vec4(aPosition, 1.0);
vec4 positionVS = gViewMatrix * positionWS;
gl_Position = gProjectionMatrix * positionVS;
}