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RealTimeFractal/Shaders/Vertex.glsl
2025-11-09 14:00:55 +01:00

18 lines
406 B
GLSL

#version 460 core
layout(std430, binding = 3) buffer layoutName
{
float data_SSBO[];
};
layout(location = 0) uniform mat4 viewMatrix;
layout(location = 1) uniform mat4 projectionMatrix;
vec3 unpack(uint index) {
return vec3(data_SSBO[index * 3], data_SSBO[index * 3 + 1], data_SSBO[index * 3 + 2]);
}
void main()
{
gl_Position = projectionMatrix * viewMatrix * vec4(unpack(gl_InstanceID), 1.0);
}