#version 450 | |
#ifdef VERTEX | |
layout (location = 0) in vec3 in_position; | |
layout (location = 1) in vec3 in_color; | |
layout (location = 0) out vec4 out_color; | |
layout (set = 1, binding = 0) uniform UBO | |
{ | |
mat4x4 modelViewProj; | |
}; | |
void main() | |
{ | |
out_color = vec4(in_color, 1.0); | |
gl_Position = modelViewProj * vec4(in_position, 1.0); | |
} | |
#else | |
layout (location = 0) in vec4 in_color; | |
layout (location = 0) out vec4 out_color; | |
void main() | |
{ | |
out_color = in_color; | |
} | |
#endif |