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toddcox-visualize/vis/shaders/slice/deferred.vs.glsl

28 lines
425 B
GLSL

#version 440 core
layout(std430, binding=1) buffer Positions {
vec4 verts[];
};
layout(std140, binding=1) uniform Matrices {
mat4 proj;
mat4 view;
};
layout(location=0) in ivec4 inds;
out ivec4 vInds;
out gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
};
void main() {
vInds = inds;
vec4 pos = view * verts[vInds.x];
gl_Position = proj * vec4(pos.xyz, 1);
gl_PointSize = 5;
}