19 lines
426 B
GLSL
19 lines
426 B
GLSL
#version 450
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layout(location = 0) in vec3 in_position;
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layout(location = 1) in vec3 in_color;
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layout(location = 2) in vec2 in_uv;
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layout(location = 0) out vec3 out_color;
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layout(location = 1) out vec2 out_uv;
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layout(push_constant) uniform CameraConstants {
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mat4 clip_from_world;
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} camera;
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void main() {
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out_color = in_color;
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out_uv = in_uv;
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gl_Position = camera.clip_from_world * vec4(in_position, 1.0);
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}
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