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16 lines
320 B
GLSL
16 lines
320 B
GLSL
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#version 450
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layout(set = 0, binding = 0) uniform Uniforms {
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mat4 mvp_mat;
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} uniforms;
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec2 tex_coords;
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layout(location = 0) out vec2 frag_tex_coords;
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void main() {
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gl_Position = uniforms.mvp_mat * vec4(pos, 1.0);
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frag_tex_coords = tex_coords;
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}
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