26 lines
531 B
GLSL
26 lines
531 B
GLSL
#version 460 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aNorm;
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layout (location = 2) in vec2 aTexCoord;
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layout (location = 0) out vec3 norm;
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layout (location = 1) out vec2 texCoord;
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layout (location = 2) out vec3 pos;
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layout (set = 0, binding = 0) uniform Matrices {
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mat4 view;
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mat4 proj;
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float time;
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vec3 cam_pos;
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vec4 frustum[6];
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vec2 viewport;
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float tess_factor;
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float tess_edge_size;
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};
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void main() {
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pos = aPos;
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gl_Position = vec4(pos, 1.0);
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texCoord = aTexCoord;
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norm = aNorm;
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} |