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#version 450 | ||
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void main(){} |
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#version 450 | ||
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layout(location = 0) in vec3 vPos; | ||
layout(location = 1) in vec3 vNormal; | ||
layout(location = 2) in vec3 vTangent; | ||
layout(location = 3) in vec2 vTexcoord; | ||
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layout(set = 0, binding = 0) uniform CameraMatricesBufferObject | ||
{ | ||
mat4 view; | ||
mat4 proj; | ||
} camera; | ||
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layout(push_constant) uniform PerObjectData | ||
{ | ||
mat4 model; | ||
} object; | ||
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void main() | ||
{ | ||
gl_Position = camera.proj * camera.view * object.model * vec4(vPos, 1.0); | ||
} |
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