26 lines
478 B
GLSL
26 lines
478 B
GLSL
#version 450
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#extension GL_KHR_vulkan_glsl : enable
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layout(location = 0) in vec3 aVertexPos;
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layout(location = 1) in vec4 aVertColor;
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// Output
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layout(location = 0) out struct
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{
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vec4 vertColor; // location 0
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} Out;
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layout(set = 2, 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 perspectiveMat;
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mat4 orthoMat;
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} cameraData;
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void main()
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{
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gl_Position = cameraData.vpMat * vec4 (aVertexPos, 1.0f);
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Out.vertColor = aVertColor;
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} |