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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 = 1) in vec3 inPosition;
layout(location = 2) in vec3 inNorm;
layout(location = 3) in vec2 inTexCoord;
// instance
layout(location = 4) in mat4 instPosRotScale;
layout(location = 8) in float textureIndex;
// output
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec3 fragTexCoord;
void main() {
gl_Position =
ubo.proj *
ubo.view *
ubo.model *
instPosRotScale *
vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = vec3(inTexCoord, textureIndex);
}
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