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