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@@ -1,16 +1,19 @@ |
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#version 450 core |
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layout (location = 0) in vec3 Position; |
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layout (location = 0) in vec3 position; |
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layout (std140, binding = 0) uniform Camera |
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{ |
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layout (std140, binding = 0) uniform Camera { |
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mat4 projection; |
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mat4 view; |
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}; |
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} camera; |
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layout (location = 1) uniform mat4 model; |
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void main() |
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{ |
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gl_Position = projection * view * model * vec4(Position, 1.0); |
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out FragmentData { |
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vec3 color; |
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} data; |
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void main() { |
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data.color = vec3((position.xy + vec2(1.0)) / 2.0, 0.0); |
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gl_Position = camera.projection * camera.view * model * vec4(position, 1.0); |
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} |