glslang/Test/enhanced.7.vert

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#version 450 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoords;
layout (binding = 0) uniform anonblock {
mat4 model;
mat4 view;
mat4 projection;
} ;
layout (location = 0) out Vertex
{
vec4 color;
vec3 worldSpacePos;
vec3 worldSpaceNorm;
vec2 texCoord1;
flat int cameraIndex;
float ii;
} vs_out;
void main()
{
gl_Position = projection * view * model * vec4(aPos, 1.0);
vs_out.texCoord1 = aTexCoords;
}