20 lines
324 B
GLSL
20 lines
324 B
GLSL
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#version 420 core
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layout(location = 0) in vec3 pos;
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layout(std140, binding = 0) uniform Camera
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{
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mat4 projection;
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mat4 view;
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vec3 position;
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} camera;
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uniform mat4 model;
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out vec3 pos_local;
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void main()
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{
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pos_local = pos;
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gl_Position = camera.projection * camera.view * model * vec4(pos, 1.0);
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}
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