18 lines
458 B
GLSL
18 lines
458 B
GLSL
#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 0) out vec3 outTexCoords;
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layout(set = 0, binding = 0) uniform ProjectionBuffer {
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mat4 proj;
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} uboProj;
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layout(set = 1, binding = 0) uniform ViewBuffer {
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mat4 view;
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} uboView;
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void main() {
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outTexCoords = inPosition;
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mat4 skyView = mat4(mat3(uboView.view));
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vec4 pos = uboProj.proj * skyView * vec4(inPosition, 1.0);
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gl_Position = vec4(pos.xy, 0.0, pos.w);
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}
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