21 lines
		
	
	
		
			477 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
		
		
			
		
	
	
			21 lines
		
	
	
		
			477 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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								#version 450
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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 vec2 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 fragColor;
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								layout(location = 1) out vec2 fragTexCoord;
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								void main() {
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								    gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 0.0, 1.0);
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								    fragColor = inColor;
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								    fragTexCoord = inTexCoord;
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								}
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