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Vulkan-Samples/shaders/patch_control_points/glsl/tess.vert
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2025-09-04 10:54:47 +08:00

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GLSL

/* Copyright (c) 2023-2024, Mobica Limited
*
* 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.
*/
#version 450
#define PI 3.14159
layout(location = 0) in vec3 inPos;
layout(binding = 0) uniform UBO
{
mat4 projection;
mat4 view;
}
ubo;
layout(push_constant) uniform Push_Constants
{
vec3 direction;
}
push_constants;
void main(void)
{
mat4 rotX = mat4(1.0f);
rotX[1][1] = cos(PI);
rotX[1][2] = sin(PI);
rotX[2][1] = -sin(PI);
rotX[2][2] = cos(PI);
gl_Position = rotX * vec4(inPos + push_constants.direction, 1.0f);
}