21 lines
No EOL
526 B
GLSL
21 lines
No EOL
526 B
GLSL
#version 450
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 view;
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mat4 proj;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec4 inMaterialWeights;
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layout(location = 0) out vec3 fragPosition;
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layout(location = 1) out vec4 fragWeights;
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layout(location = 2) out vec2 fragUV;
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void main() {
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragPosition = inPosition;
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fragWeights = inMaterialWeights;
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fragUV = inPosition.xz * 0.1;
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} |