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debug.vert 569B

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  1. #version 450
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout (location = 0) in vec3 inPos;
  5. layout (location = 1) in vec2 inUV;
  6. layout (binding = 0) uniform UBO
  7. {
  8. mat4 projection;
  9. mat4 modelview;
  10. } ubo;
  11. layout (location = 0) out vec3 outUV;
  12. out gl_PerVertex
  13. {
  14. vec4 gl_Position;
  15. };
  16. void main()
  17. {
  18. outUV = vec3(inUV.st, gl_InstanceIndex);
  19. vec4 tmpPos = vec4(inPos, 1.0);
  20. tmpPos.y += gl_InstanceIndex;
  21. tmpPos.xy *= vec2(1.0/4.0, 1.0/3.0);
  22. gl_Position = ubo.projection * ubo.modelview * tmpPos;
  23. }