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Vulkan-Samples/shaders/dynamic_uniform_buffers/glsl/base.vert
T
2025-09-04 10:54:47 +08:00

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GLSL

#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 inColor;
layout (binding = 0) uniform UboView
{
mat4 projection;
mat4 view;
} uboView;
layout (binding = 1) uniform UboInstance
{
mat4 model;
} uboInstance;
layout (location = 0) out vec3 outColor;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outColor = inColor;
// To avoid calculating this for every vertex, matrix multiplications could be moved to the CPU-side
mat4 modelView = uboView.view * uboInstance.model;
vec3 worldPos = vec3(modelView * vec4(inPos, 1.0));
gl_Position = uboView.projection * modelView * vec4(inPos.xyz, 1.0);
}