bevy/assets/shaders/custom_material.vert
Aron Derenyi 2e8dfc02ef Fixing confusing near and far fields in Camera (#4457)
# Objective

- Fixes #4456 

## Solution

- Removed the `near` and `far` fields from the camera and the views.

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## Changelog

- Removed the `near` and `far` fields from the camera and the views.
- Removed the `ClusterFarZMode::CameraFarPlane` far z mode.

## Migration Guide

- Cameras no longer accept near and far values during initialization
- `ClusterFarZMode::Constant` should be used with the far value instead of `ClusterFarZMode::CameraFarPlane`
2022-05-16 16:37:33 +00:00

25 lines
532 B
GLSL

#version 450
layout(location = 0) in vec3 Vertex_Position;
layout(location = 1) in vec3 Vertex_Normal;
layout(location = 2) in vec2 Vertex_Uv;
layout(set = 0, binding = 0) uniform CameraViewProj {
mat4 ViewProj;
mat4 View;
mat4 InverseView;
mat4 Projection;
vec3 WorldPosition;
float width;
float height;
};
layout(set = 2, binding = 0) uniform Mesh {
mat4 Model;
mat4 InverseTransposeModel;
uint flags;
};
void main() {
gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
}