Terrain4J_Experimental_branch/resources/EngineResources/shaders/Terrain_vertex.glsl

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GLSL

#version 450
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec4 inMaterialWeights;
layout(location = 0) out vec3 fragPosition;
layout(location = 1) out vec4 fragWeights;
layout(location = 2) out vec2 fragUV;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
fragPosition = inPosition;
fragWeights = inMaterialWeights;
fragUV = inPosition.xz * 0.1;
}