now we have UBOs/GLSL450 we can use the same shaders for every backend
[demo] / shaders / sky.v.glsl
diff --git a/shaders/sky.v.glsl b/shaders/sky.v.glsl
new file mode 100644 (file)
index 0000000..f5ba24f
--- /dev/null
@@ -0,0 +1,19 @@
+#version 450
+
+#define SKY_MATRIX_UNIFORMS 2
+
+layout(std140, binding = SKY_MATRIX_UNIFORMS) uniform svu {
+       mat4 mviewproj;
+} s;
+
+
+layout(location = 1) in vec3 attr_pos;
+layout(location = 2) in vec3 attr_normal;
+
+out vec3 normal;
+
+void main()
+{
+       gl_Position = s.mviewproj * vec4(attr_pos, 1.0);
+       normal = attr_normal;
+}