/* Copyright (c) 2023-2024, 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 #define PI 3.14159 layout(location = 0) in vec3 inPos; layout(binding = 0) uniform UBO { mat4 projection; mat4 view; } ubo; layout(push_constant) uniform Push_Constants { vec3 direction; } push_constants; void main(void) { mat4 rotX = mat4(1.0f); rotX[1][1] = cos(PI); rotX[1][2] = sin(PI); rotX[2][1] = -sin(PI); rotX[2][2] = cos(PI); gl_Position = rotX * vec4(inPos + push_constants.direction, 1.0f); }