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2025-05-13 02:24:09 +03:00
commit 46337bdeec
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#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 2) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
void main() {
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition.xyz, 1.0);
fragColor = vec3(inColor.xyz);
}