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21 results

chooseAColourSkeleton.py

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  • triangle.vert.glsl 625 B
    #version 450
    
    layout(push_constant)uniform PushConstantData{
        mat4 world;
    }pc;
    
    layout(set=0,binding=0)uniform Lights{
        vec4[32]pos;
        vec4[32]col;
        uint light_count;
    }light_uniforms;
    
    layout(set=0,binding=1)uniform Camera{
        mat4 view;
        mat4 proj;
        vec3 campos;
    }camera_uniforms;
    
    layout(location=0)in vec3 position;
    layout(location=1)in vec3 normal;
    
    layout(location=0)out vec3 v_normal;
    
    void main(){
        mat4 worldview=camera_uniforms.view*pc.world;
        v_normal=normal;//normalize(transpose(inverse(mat3(worldview))) * normal);
        gl_Position=camera_uniforms.proj*worldview*vec4(position*1000.,1.);
    }