Camera and proper rendering
This commit is contained in:
parent
3040800275
commit
a8adf662ff
48 changed files with 65391 additions and 22367 deletions
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
layout(location = 0) in vec3 inPos;
|
||||
layout(location = 1) in vec2 inTextCoords;
|
||||
|
||||
layout(location = 0) out vec2 outTextCoords;
|
||||
|
||||
|
||||
|
|
@ -9,12 +10,16 @@ layout(set = 0, binding = 0) uniform ProjUniform{
|
|||
mat4 matrix;
|
||||
} projUniform;
|
||||
|
||||
layout(set = 1, binding = 0) uniform ViewUniform{
|
||||
mat4 matrix;
|
||||
} viewUniform;
|
||||
|
||||
layout(push_constant) uniform pc{
|
||||
mat4 modelMatrix;
|
||||
} push_constants;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = projUniform.matrix * push_constants.modelMatrix * vec4(inPos,1);
|
||||
gl_Position = projUniform.matrix * viewUniform.matrix * push_constants.modelMatrix * vec4(inPos,1);
|
||||
outTextCoords = inTextCoords;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue