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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;
/*out gl_PerVertex
{
vec4 gl_Position;
};*/
void main()
{
/*vec4 locPos = ubo.model * inModel * vec4(inPos, 1.0);
outNormal = normalize(transpose(inverse(mat3(ubo.model * inModel))) * inNormal);
outColor = inColor;
outWorldPos = locPos.xyz;
outUV0 = inUV0;
outUV1 = inUV1;
gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);*/
outNormal = normalize(transpose(inverse(mat3(ubo.model * inModel))) * inNormal);
outUV0 = inUV0;
outUV1 = inUV1;
outColor = inColor;
gl_Position = ubo.model * inModel * vec4(inPos, 1.0);
}
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