#version 450 layout(location = 0) in vec3 inPosition; layout(location = 1) in vec3 inColor; layout(location = 2) in vec3 inLineStart; layout(location = 3) in vec3 inLineEnd; layout(location = 0) out vec3 fragColor; layout(location = 1) out vec3 fragLineStart; layout(location = 2) out vec3 fragLineEnd; layout(binding = 0) uniform UniformBufferObject { mat4 proj; mat4 model; mat4 view; } ubo; void main() { mat4 worldviewproj = ubo.proj * ubo.view * ubo.model; gl_Position = worldviewproj * vec4(inPosition, 1.0); fragColor = inColor; // 传递裁剪空间坐标 fragLineStart = (worldviewproj * vec4(inLineStart, 1.0)).xyz; fragLineEnd = (worldviewproj * vec4(inLineEnd, 1.0)).xyz; }