VoxelEngine2/shaders/shader.vert

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#version 450
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layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 geom_rot;
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mat4 view;
mat4 proj;
} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) out vec3 geoColor;
layout(location = 1) out vec2 geoTexCoord;
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void main() {
gl_Position = ubo.geom_rot * ubo.model * vec4(inPosition, 1.0);
geoColor = inColor;
geoTexCoord = inTexCoord;
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}