30 lines
451 B
GLSL
30 lines
451 B
GLSL
// UBOs
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layout(std140, binding = 0) uniform Matrices {
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mat4 projection;
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mat4 view;
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};
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// Uniforms
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layout(location = 1) uniform mat4 model;
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// Input, output blocks
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#if VERTEX_SHADER
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layout(location = 0) in vec3 aPos;
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void main() {
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gl_Position = projection * view * model * vec4(aPos.xyz, 1.0);
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}
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#endif // VERTEX_SHADER
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#if FRAGMENT_SHADER
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void main() {
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//gl_FragDepth = gl_FragCoord.z / gl_FragCoord.w;
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}
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#endif // FRAGMNET_SHADER
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