xash3d-fwgs/ref/vk/shaders/sky.vert

15 lines
218 B
GLSL

#version 450
layout(set=0,binding=0) uniform UBO {
mat4 mvp;
mat4 inv_proj;
mat4 inv_view;
vec2 resolution;
} ubo;
layout(location=0) in vec3 a_pos;
void main() {
gl_Position = ubo.mvp * vec4(a_pos.xyz, 1.);
}