36 lines
641 B
GLSL
36 lines
641 B
GLSL
#version 450
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#extension GL_KHR_vulkan_glsl : enable
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// vertex inputs
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layout(location = 0) in vec3 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(location = 3) in mat4 aTransform;
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// between shader stages
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layout(location = 0) out struct
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{
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vec4 vertPos; // location 0
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vec2 uv; // location = 1
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vec4 color; // location = 2
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} Out;
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// Camera data
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layout(set = 1, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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void main()
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{
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Out.uv = aUV;
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Out.color = aColor;
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gl_Position = cameraData.projMat * aTransform * vec4(aPos, 1.0f);
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} |