mesh.world.vert

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#version 450

layout(location = 0) in vec4 inPosition;
layout(location = 1) in vec4 inColor;

layout(location = 0) out vec4 fragColor;

layout(binding = 0) uniform UniformBufferObject {
    mat4 world;
    mat4 screen;
} ubo;

void main() {
    gl_Position = ubo.world * inPosition;
    fragColor = inColor;
}