Files
Martin Slachta a04f0dc262 initial
2026-07-18 14:31:15 +02:00

26 lines
524 B
GLSL

#version 450
layout(location = 0) in vec3 pos;
layout(location = 1) in vec3 norm;
layout(set = 0, binding = 0) uniform Camera {
mat4 proj;
mat4 view;
} cam;
layout( push_constant ) uniform constants
{
mat4 transform;
} PushConstants;
void main() {
// vec3 bitangent = cross(norm, tangent.xyz) * tangent.w;
// outTBN = mat3(tangent.xyz, bitangent, norm);
//
// outPos = pos.xyz * 0.05;
// outNormal = norm.xyz;
// outUV = uv;
gl_Position = cam.proj * cam.view * PushConstants.transform * vec4(pos, 1.0);
}