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- #version 450
- layout(location=0) in vec3 a_position;
- layout(location=0) out vec3 v_color;
- layout(set=0, binding=0)
- uniform Uniforms {
- vec3 u_view_position; // unused
- mat4 u_view_proj;
- };
- layout(set=1, binding=0)
- uniform Light {
- vec3 u_position;
- vec3 u_color;
- };
- // Let's keep our light smaller than our other objects
- float scale = 0.25;
- void main() {
- vec3 v_position = a_position * scale + u_position;
- gl_Position = u_view_proj * vec4(v_position, 1);
- v_color = u_color;
- }
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