#version 400 | |
#extension GL_ARB_separate_shader_objects : enable | |
#extension GL_ARB_shading_language_420pack : enable | |
layout(std140, binding = 0) uniform buf { | |
mat4 MVP; | |
vec4 position[12*3]; | |
vec4 attr[12*3]; | |
} ubuf; | |
layout (location = 0) out vec4 texcoord; | |
layout (location = 1) out vec3 frag_pos; | |
void main() | |
{ | |
texcoord = ubuf.attr[gl_VertexIndex]; | |
gl_Position = ubuf.MVP * ubuf.position[gl_VertexIndex]; | |
frag_pos = gl_Position.xyz; | |
} |