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#version 450
layout(location = 0) in vec3 vertexPosition;
layout(location = 0) out vec3 texCoord0;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 uncorrectedProjectionMatrix;
mat4 clipCorrectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelViewMatrix;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 modelViewProjection;
mat4 inverseModelViewProjectionMatrix;
};
void main()
{
texCoord0 = vertexPosition.xyz;
// Converting the viewMatrix to a mat3, then back to a mat4
// removes the translation component from it
gl_Position = vec4(projectionMatrix * mat4(mat3(viewMatrix)) * modelMatrix * vec4(vertexPosition, 1.0)).xyww;
}
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