generated from Persson-dev/OpenGLComputeShader
18 lines
406 B
GLSL
18 lines
406 B
GLSL
#version 460 core
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layout(std430, binding = 3) buffer layoutName
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{
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float data_SSBO[];
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};
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layout(location = 0) uniform mat4 viewMatrix;
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layout(location = 1) uniform mat4 projectionMatrix;
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vec3 unpack(uint index) {
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return vec3(data_SSBO[index * 3], data_SSBO[index * 3 + 1], data_SSBO[index * 3 + 2]);
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}
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void main()
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{
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gl_Position = projectionMatrix * viewMatrix * vec4(unpack(gl_InstanceID), 1.0);
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} |