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diff --git a/shaders/GBuffPbrInstancedTesselation.vert b/shaders/GBuffPbrInstancedTesselation.vert
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+#version 450
+
+layout (location = 0) in vec3 inPos;
+layout (location = 1) in vec3 inNormal;
+layout (location = 2) in vec2 inUV0;
+layout (location = 3) in vec2 inUV1;
+//instanced
+layout (location = 4) in vec4 inColor;
+layout (location = 5) in mat4 inModel;
+
+layout (set = 0, binding = 0) uniform UBO {
+ mat4 projection;
+ mat4 model;
+ mat4 view;
+} ubo;
+
+layout (location = 0) out vec3 outNormal;
+layout (location = 1) out vec2 outUV0;
+layout (location = 2) out vec2 outUV1;
+layout (location = 3) out vec4 outColor;
+
+void main()
+{
+ outNormal = normalize(transpose(inverse(mat3(ubo.model * inModel))) * inNormal);
+ outUV0 = inUV0;
+ outUV1 = inUV1;
+ outColor = inColor;
+
+ gl_Position = ubo.model * inModel * vec4(inPos, 1.0);
+}