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- #version 450 core
-
- layout (location = 0) in vec3 inPos;
- layout (location = 1) in vec3 inNormal;
- layout (location = 2) in vec2 inUV;
-
- layout (location = 0) out vec2 outUV;
-
- layout (set = 0, binding = 0) uniform UBO
- {
- mat4 mvp;
- } ubo;
-
- out gl_PerVertex
- {
- vec4 gl_Position;
- };
-
- void main(void)
- {
- gl_Position = ubo.mvp * vec4(inPos, 1.0);
- outUV = inUV;
- outUV.t = 1.0 - outUV.t;
- }
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