engine/bin/data/shaders/line.vert.glsl
2021-02-04 00:00:00 -06:00

35 lines
756 B
GLSL

#version 450
layout (constant_id = 0) const uint PASSES = 6;
layout (location = 0) in vec3 inPos;
layout( push_constant ) uniform PushBlock {
uint pass;
uint draw;
} PushConstant;
struct Matrices {
mat4 model;
mat4 view[PASSES];
mat4 projection[PASSES];
};
layout (binding = 0) uniform UBO {
Matrices matrices;
vec4 color;
} ubo;
layout (location = 0) out vec4 outColor;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
outColor = ubo.color;
// outPosition = vec3(ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0));
gl_Position = ubo.matrices.projection[PushConstant.pass] * ubo.matrices.view[PushConstant.pass] * ubo.matrices.model * vec4(inPos.xyz, 1.0);
}