26 lines
619 B
GLSL
26 lines
619 B
GLSL
#version 450
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<<<<<<< Updated upstream
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=======
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layout(binding = 0) uniform UniformBufferObject {
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mat4 model;
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mat4 view;
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mat4 proj;
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} ubo;
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inNormal;
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layout(location = 2) in vec2 inUV;
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>>>>>>> Stashed changes
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layout(location = 0) out vec3 fragColor;
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void main() {
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<<<<<<< Updated upstream
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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fragColor = colors[gl_VertexIndex];
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=======
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gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
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fragColor = inNormal * 0.5 + 0.5;
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>>>>>>> Stashed changes
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} |