vulkan-hpp-tutorial/shaders/graphics.vert.glsl

18 lines
368 B
GLSL

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