Files
inferno-hart/res/shaders/lines_debug.vert
2023-12-23 19:09:45 +00:00

23 lines
467 B
GLSL

#version 450 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 colour;
layout (binding = 0) uniform SceneUniformBufferObject {
mat4 proj;
mat4 view;
mat4 unused0;
mat4 unused1;
} ubo;
// mat4 model;
layout (location = 0) out vec3 vFragPos;
layout (location = 1) out vec3 vColour;
void main() {
vFragPos = vec3(vec4(position, 1.0));
vColour = colour;
gl_Position = ubo.proj * ubo.view * vec4(position, 1.0);
}