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14 lines
315 B
GLSL
14 lines
315 B
GLSL
#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inTexCoord;
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layout(push_constant) uniform PushConstants {
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mat4 model;
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mat4 lightViewProj;
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} pc;
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void main() {
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gl_Position = pc.lightViewProj * pc.model * vec4(inPosition, 1.0);
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} |