2018-09-15 17:49:16 +08:00
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 view;
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mat4 proj;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec4 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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2022-04-05 02:13:03 +08:00
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}
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