vulkano_test/res/shaders/vertex.vert

20 lines
502 B
GLSL

#version 450
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 uv;
layout (location = 2) in mat4 model;
layout (location = 0) out vec2 fragUv;
layout (set = 0, binding = 0) uniform MVP {
mat4 world;
mat4 view;
mat4 projection;
} uniforms;
void main() {
mat4 worldview = uniforms.view * uniforms.world;
vec4 modelPosition = model * vec4(position, 1.0);
gl_Position = uniforms.projection * worldview * modelPosition;
fragUv = uv;
}