impl: 3D Rendering

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zack 2025-04-01 21:41:24 -04:00
parent dbf9544e80
commit 70176bb86a
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18 changed files with 862 additions and 185 deletions

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@ -1,10 +1,26 @@
#version 450
vec2 positions[3] = vec2[](
vec2(0.0, -0.5),
vec2(0.5, 0.5),
vec2(-0.5, 0.5)
);
// Matches Vertex struct attribute descriptions
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
// layout(location = 2) in vec2 inTexCoord; // If you add texture coords
// Matches UniformBufferObject struct and descriptor set layout binding
layout(binding = 0) uniform UniformBufferObject {
mat4 model;
mat4 view;
mat4 proj;
} ubo;
// Output to fragment shader
layout(location = 0) out vec3 fragColor;
// layout(location = 1) out vec2 fragTexCoord; // If you add texture coords
void main() {
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
// Transform position: Model -> World -> View -> Clip space
gl_Position = ubo.proj * ubo.view * ubo.model * vec4(inPosition, 1.0);
// Pass color (and other attributes) through
fragColor = inColor;
// fragTexCoord = inTexCoord;
}