Files
2025-09-22 19:14:14 +08:00

23 lines
581 B
GLSL

#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(binding = 0) uniform UniformBufferObject {
mat4 proj;
mat4 model;
mat4 view;
} ubo;
void main() {
//mat4 worldviewproj = ubo.proj * ubo.view * ubo.model;
mat4 mvp = ubo.proj * ubo.view * ubo.model;
//gl_Position = worldviewproj * vec4(inPosition, 1.0);
gl_Position = mvp * vec4(inPosition, 1.0);
fragColor = inColor;
}