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30 lines
738 B
30 lines
738 B
#version 450 core |
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layout(location = 0) in vec3 a_position; |
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layout(location = 1) in vec3 a_normal; |
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layout(location = 2) in vec4 a_color; |
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layout(location = 3) in vec2 a_textureCoordinates; |
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layout(location = 4) in uint a_textureIndex; |
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out vec3 v_position; |
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out vec3 v_normal; |
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out vec4 v_color; |
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out vec2 v_textureCoordinates; |
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out flat uint v_textureIndex; |
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layout(std140, binding = 0) uniform Camera |
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{ |
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mat4 u_projectionView; |
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vec3 u_position; |
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}; |
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void main() |
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{ |
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v_position = a_position; |
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v_normal = a_normal; |
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v_color = a_color; |
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v_textureCoordinates = a_textureCoordinates; |
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v_textureIndex = a_textureIndex; |
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// Vclip = Camera projection * Camera view * Model transform * Vlocal |
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gl_Position = u_projectionView * vec4(a_position, 1.0f); |
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}
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