23 lines
305 B
GLSL
23 lines
305 B
GLSL
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#version 450
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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layout(std140) uniform UBO
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{
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mat4 uMVP;
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} _16;
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layout(location = 0) in vec4 aVertex;
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layout(location = 0) out vec3 vNormal;
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layout(location = 1) in vec3 aNormal;
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void main()
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{
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gl_Position = _16.uMVP * aVertex;
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vNormal = aNormal;
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}
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