阿斯蒂芬
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out float fragLinePosition; // 用于虚线计算
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layout(binding = 0) uniform UniformBufferObject {
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mat4 proj;
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mat4 model;
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mat4 view;
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} ubo;
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void main() {
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mat4 mvp = ubo.proj * ubo.view * ubo.model;
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gl_Position = mvp * vec4(inPosition, 1.0);
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fragColor = inColor;
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gl_PointSize = 2.0;
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// 硬编码虚线参数:使用模型空间的X坐标,你可以根据需要调整
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fragLinePosition = inPosition.x;
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}
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