10layout(location = 0) in vec3 in_position;
11layout(location = 1) in vec3 in_color;
13layout(binding = 0) uniform GLOBALS {
18layout(binding = 1) uniform LOCALS {
22layout(location = 0) out vec3 out_color;
25 gl_Position = globals.proj * globals.view * locals.model * vec4(in_position, 1.0);
33layout(location = 0) in vec3 in_color;
35layout(location = 0) out vec4 out_color;
38 out_color = vec4(in_color, 1.0);
Definition editor_scene.hpp:5
const std::string_view kMeshFragShader
Definition mesh.hpp:30
const std::string_view kMeshVertShader
Definition mesh.hpp:7