SHADE_Y3/TempShaderFolder/TestCubeVs.glsl

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#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
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layout(location = 0) in vec3 aVertexPos;
layout(location = 1) in vec2 aUV;
layout(location = 2) in vec3 aNormal;
layout(location = 3) in vec3 aTangent;
layout(location = 4) in mat4 worldTransform;
layout(location = 8) in uint eid;
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layout(location = 0) out struct
{
vec4 vertColor; // location 0
vec2 uv; // location = 1
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} Out;
// material stuff
layout(location = 2) out struct
{
int materialIndex;
uint eid;
} Out2;
layout(set = 2, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
} cameraData;
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void main()
{
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Out.uv = aUV;
Out2.materialIndex = gl_InstanceIndex;
Out2.eid = eid;
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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Out.vertColor = vec4 (aVertexPos, 1.0f);
}