plumageRender/data/shaders/filtercube.vert

20 lines
311 B
GLSL

#version 450
layout (location = 0) in vec3 inPos;
layout(push_constant) uniform PushConsts {
layout (offset = 0) mat4 mvp;
} pushConsts;
layout (location = 0) out vec3 outUVW;
out gl_PerVertex {
vec4 gl_Position;
};
void main()
{
outUVW = inPos;
gl_Position = pushConsts.mvp * vec4(inPos.xyz, 1.0);
}