代码写完了,下一步调试运行

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xsl
2025-10-19 22:12:44 +08:00
parent 3c63027bf5
commit d2da523636
861 changed files with 89895 additions and 53699 deletions
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#version 450
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUV;
layout (location = 2) in vec3 inNormal;
layout (binding = 0) uniform UBO
{
mat4 projection;
mat4 model;
vec4 viewPos;
float lodBias;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out vec3 outNormal;
layout(push_constant) uniform PushConstants {
float myValue;
} pushConstants;
out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
outUV = inUV;
vec2 position = vec2(inPos.xy*2 -1);
position = position * pushConstants.myValue;
gl_Position = vec4(position, 0.5, 1.0);
vec4 pos = ubo.model * vec4(inPos, 1.0);
outNormal = mat3(inverse(transpose(ubo.model))) * inNormal;
}