/* Copyright (c) 2023, Mobica Limited * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #version 450 layout(location = 0) in vec3 inPos; layout(location = 1) in vec3 inNormal; layout(binding = 0) uniform UBO { mat4 projection; mat4 view; } ubo; layout(location = 0) out vec3 outUVW; out gl_PerVertex { vec4 gl_Position; }; void main() { outUVW = inPos; gl_Position = ubo.projection * vec4(mat3(ubo.view) * (inPos * 10), 1.0); }