ULRE/res/shader/OnlyPosition3D.vert
2019-05-28 15:27:15 +08:00

26 lines
476 B
GLSL

#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 1) in vec3 Normal;
layout(binding = 0) uniform WorldConfig
{
mat4 mvp;
} world;
layout(push_constant) uniform SkyLightConsts {
vec4 sun_color;
vec4 sun_direction;
} skylight;
layout(location = 0) out vec4 FragmentColor;
layout(location = 1) out vec3 FragmentNormal;
void main()
{
FragmentColor=vec4(Color,1.0);
FragmentNormal=Normal;
gl_Position=vec4(Vertex,1.0)*world.mvp;
}