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offscreen.vert 619B

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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 = 0) out vec4 outPos;
  6. layout (location = 1) out vec3 outLightPos;
  7. layout (binding = 0) uniform UBO
  8. {
  9. mat4 projection;
  10. mat4 view;
  11. mat4 model;
  12. vec4 lightPos;
  13. } ubo;
  14. layout(push_constant) uniform PushConsts
  15. {
  16. mat4 view;
  17. } pushConsts;
  18. out gl_PerVertex
  19. {
  20. vec4 gl_Position;
  21. };
  22. void main()
  23. {
  24. gl_Position = ubo.projection * pushConsts.view * ubo.model * vec4(inPos, 1.0);
  25. outPos = vec4(inPos, 1.0);
  26. outLightPos = ubo.lightPos.xyz;
  27. }