26 lines
558 B
GLSL
26 lines
558 B
GLSL
#version 450 core
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec4 a_color;
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layout(location = 2) in vec2 a_textureCoordinates;
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layout(location = 3) in uint a_textureIndex;
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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_color = a_color;
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v_textureCoordinates = a_textureCoordinates;
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v_textureIndex = a_textureIndex;
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// Vclip = Model transform * Vlocal
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gl_Position = vec4(a_position, 1.0f);
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}
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