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XCEngine/参考/Fermion/Boson/Resources/Shaders/Line.glsl

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GLSL

#type vertex
#version 450 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(location = 2) in int a_ObjectID;
// Camera uniform buffer (binding = 0)
layout(std140, binding = 0) uniform CameraData
{
mat4 u_ViewProjection;
mat4 u_View;
mat4 u_Projection;
vec3 u_CameraPosition;
};
struct VertexOutput {
vec4 Color;
};
layout(location = 0) out VertexOutput Output;
layout(location = 1) out flat int v_ObjectID;
void main() {
Output.Color = a_Color;
v_ObjectID = a_ObjectID;
gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
}
#type fragment
#version 450 core
layout(location = 0) out vec4 o_Color;
layout(location = 1) out int o_ObjectID;
struct VertexOutput {
vec4 Color;
};
layout(location = 0) in VertexOutput Input;
layout(location = 1) in flat int v_ObjectID;
void main() {
o_Color = Input.Color;
o_ObjectID = v_ObjectID;
}