pleascach/assets/shaders/basic.vert

18 lines
416 B
GLSL

#version 460 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNorm;
layout (location = 2) in vec2 aTexCoord;
layout (location = 0) out vec3 norm;
layout (location = 1) out vec2 texCoord;
layout (set = 0, binding = 0) uniform Matrices {
mat4 mvp;
float time;
};
void main() {
gl_Position = mvp * vec4(aPos - vec3(0.0, 0.0, 3.0) * time/3.0, 1.0);
texCoord = aTexCoord;
norm = aNorm;
}