Kelsidavis-WoWee/assets/shaders/wmo_occlusion.vert.glsl

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#version 450
layout(push_constant) uniform Push {
mat4 mvp;
} push;
layout(location = 0) in vec3 aPos;
void main() {
gl_Position = push.mvp * vec4(aPos, 1.0);
}