module Render.DepthOnly.Code ( vert ) where import RIO import Render.Code (Code, glsl) import Render.DescSets.Set0.Code (set0binding0) vert :: Code vert = fromString [glsl| #version 450 #extension GL_ARB_separate_shader_objects : enable invariant gl_Position; ${set0binding0} layout(location = 0) in vec3 vPosition; layout(location = 1) in mat4 iModel; // layout(location = 0) out vec4 fColor; void main() { vec4 fPosition = iModel * vec4(vPosition, 1.0); gl_Position = scene.projection * scene.view * fPosition; // XXX: needed for alpha cut-outs // fColor = vColor; // fColor.rgb * fColor.a; } |]