ULRE/res/shader/OnlyPosition3D.vert
2019-05-28 20:12:55 +08:00

23 lines
443 B
GLSL

#version 450 core
layout(location = 0) in vec3 Vertex;
layout(location = 1) in vec3 Normal;
layout(push_constant) uniform MatrixConstants {
mat4 projection;
mat4 modelview;
mat4 mvp;
mat3 normal;
}matrix;
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)*matrix.mvp;
}