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