#version 450 /* Copyright (c) 2019-2024, Sascha Willems * * 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. */ layout (location = 0) in vec3 inPos; layout (location = 1) in vec3 inNormal; layout (location = 2) in vec2 inUV; layout (set = 0, binding = 0) uniform UBOScene { mat4 projection; mat4 view; } uboCamera; layout (set = 0, binding = 1) uniform UBOModel { mat4 local; } uboModel; layout (location = 0) out vec2 outUV; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; gl_Position = uboCamera.projection * uboCamera.view * uboModel.local * vec4(inPos.xyz, 1.0); }