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21 lines
331 B
Plaintext
21 lines
331 B
Plaintext
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#version 420 core
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#include <globals.glsl>
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layout (location = 0)
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in vec3 v_pos;
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layout (std140, set = 1, binding = 0)
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uniform u_locals {
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vec4 w_pos;
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vec4 w_color;
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};
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layout (location = 0)
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out vec4 f_color;
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void main() {
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f_color = w_color;
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gl_Position = all_mat * vec4((v_pos + w_pos.xyz) - focus_off.xyz, 1);
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}
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