#version 460 /* Copyright (c) 2021 Holochip Corporation * * 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 position; layout(location = 1) in vec2 uv; layout(location = 2) in vec3 sphere_center; layout(location = 3) in float sphere_radius; layout(location = 4) in uint texture_index; layout(set = 0, binding = 2) uniform GlobalUniform { mat4 view; mat4 proj; mat4 proj_view; uint model_count; } global_uniform; layout(location = 1) out vec2 o_uv; layout(location = 2) out uint o_texture_index; void main(void) { o_uv = uv; gl_Position = global_uniform.proj * global_uniform.view * vec4(position, 1.0); o_texture_index = texture_index; }