| #version 450 |
| |
| layout(location = 0) in vec3 vertexPosition; |
| layout(location = 1) in vec2 vertexTexCoord; |
| |
| layout(location = 0) out vec2 texCoord; |
| layout(location = 1) out float zValue; |
| |
| layout(std140, binding = 1) uniform qt3d_command_uniforms { |
| mat4 modelMatrix; |
| mat4 inverseModelMatrix; |
| mat4 modelViewMatrix; |
| mat3 modelNormalMatrix; |
| mat4 inverseModelViewMatrix; |
| mat4 mvp; |
| mat4 inverseModelViewProjectionMatrix; |
| }; |
| |
| void main() |
| { |
| texCoord = vertexTexCoord; |
| zValue = vertexPosition.z; |
| |
| gl_Position = mvp * vec4(vertexPosition.xy, 0.0, 1.0); |
| } |
| |