25 lines
542 B
GLSL
25 lines
542 B
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 0) out vec2 tex_coords;
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//layout(binding = 0) uniform UniformBufferObject {
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// mat4 view;
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// mat4 projection;
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// float time;
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//} ubo;
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layout(push_constant) uniform PushConstants {
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mat4 model;
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mat4 view;
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mat4 projection;
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float time;
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} push;
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void main() {
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gl_Position = push.projection * push.view * push.model * vec4(position, 1.0);
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tex_coords = uv;
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} |