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+#version 450
+
+#extension GL_ARB_separate_shader_objects : enable
+#extension GL_ARB_shading_language_420pack : enable
+
+layout (location = 0) in vec3 inPos;
+layout (location = 1) in vec3 inNormal;
+layout (location = 2) in vec2 inUV;
+//instance
+layout (location = 3) in int inMatId;
+layout (location = 4) in mat4 inModel;
+layout (location = 8) in vec4 inColor;
+
+layout (binding = 0) uniform UBO
+{
+ mat4 projection;
+ mat4 model;
+ mat4 view;
+ vec3 camPos;
+} ubo;
+
+layout (location = 0) out vec3 outWorldPos;
+layout (location = 1) out vec3 outNormal;
+layout (location = 2) out vec2 outUV;
+layout (location = 3) out int outMatId;
+layout (location = 4) out vec4 outColor;
+
+out gl_PerVertex
+{
+ vec4 gl_Position;
+};
+
+void main()
+{
+ vec3 locPos = vec3(inModel * vec4(inPos, 1.0));
+ outWorldPos = locPos;
+ outNormal = mat3(inModel) * inNormal;
+ outColor = inColor;
+ outUV = inUV;
+ //outUV.t = 1.0 - inUV.t;
+ outMatId = inMatId;
+ gl_Position = ubo.projection * ubo.view * vec4(outWorldPos, 1.0);
+}