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39 lines
943 B
GLSL
39 lines
943 B
GLSL
#version 450 core
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layout(location = 0) in vec3 vertexPosition;
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layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
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mat4 viewMatrix;
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mat4 projectionMatrix;
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mat4 uncorrectedProjectionMatrix;
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mat4 clipCorrectionMatrix;
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mat4 viewProjectionMatrix;
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mat4 inverseViewMatrix;
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mat4 inverseProjectionMatrix;
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mat4 inverseViewProjectionMatrix;
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mat4 viewportMatrix;
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mat4 inverseViewportMatrix;
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vec4 textureTransformMatrix;
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vec3 eyePosition;
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float aspectRatio;
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float gamma;
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float exposure;
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float time;
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float yUpInNDC;
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float yUpInFBO;
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};
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layout(std140, binding = 1) uniform qt3d_command_uniforms {
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mat4 modelMatrix;
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mat4 inverseModelMatrix;
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mat4 modelViewMatrix;
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mat3 modelNormalMatrix;
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mat4 inverseModelViewMatrix;
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mat4 modelViewProjection;
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mat4 inverseModelViewProjectionMatrix;
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};
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void main()
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{
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gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( vertexPosition, 1.0 );
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}
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