gearlib/test/assets/quad.vert

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#version 460 core
layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec4 a_Color;
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struct VertexOutput {
vec4 Color;
};
layout(location = 0) out VertexOutput Output;
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layout(std140, binding = 0) uniform Camera {
mat4 view;
mat4 projection;
};
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void main() {
Output.Color = a_Color;
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gl_Position = projection * view * vec4(a_Position, 1.0);
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}