// Copyright 2017 Mark Callow // SPDX-License-Identifier: Apache-2.0 #version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (location = 0) in vec3 inPos; layout (binding = 0) uniform UBO { mat4 projection; mat4 modelView; mat4 invModelView; mat4 uvwTransform; } ubo; layout (location = 0) out vec3 outUVW; out gl_PerVertex { vec4 gl_Position; }; void main() { //outUVW = inPos.xyz; outUVW = (ubo.uvwTransform * vec4(inPos.xyz, 1.0)).xyz; // Override the Z component with the W component to guarantee that the // final Z value of the position will be 1.0. gl_Position = (ubo.projection * ubo.modelView * vec4(inPos.xyz, 1.0)).xyww; }