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#version 450
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
// vertex
// layout(location = 0) in vec4 inColor;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inNorm;
layout(location = 2) in vec2 inUV;
// instance
layout(location = 3) in vec3 instPos;
layout(location = 4) in vec3 instRot;
layout(location = 5) in vec3 instScale;
// layout(location = 6) in float textureIndex;
// output
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec3 fragTexCoord;
void main() {
gl_Position =
ubo.proj *
ubo.view *
ubo.model *
vec4(inPosition, 1.0);
/*
vec4(instPos, 1.0) *
vec4(instRot, 1.0) *
vec4(instScale, 1.0) *
*/
fragColor = vec4(0.0, 0.0, 0.0, 0.0);
fragTexCoord = vec3(inUV, 0);
}
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