18 lines
		
	
	
		
			361 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			18 lines
		
	
	
		
			361 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#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 = 0) out vec3 fragColor;
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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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}
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