# Objective The `custom_material.vert` shader used by the `shader_material_glsl` example is missing a `mat4 View` in `CameraViewProj` (added in [#3885](https://github.com/bevyengine/bevy/pull/3885)) ## Solution Update the definition of `CameraViewProj`
		
			
				
	
	
		
			28 lines
		
	
	
		
			563 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			28 lines
		
	
	
		
			563 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Normal;
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layout(location = 2) in vec2 Vertex_Uv;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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    mat4 ViewProj;
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    mat4 View;
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    mat4 InverseView;
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    mat4 Projection;
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    vec3 WorldPosition;
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    float near;
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    float far;
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    float width;
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    float height;
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};
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layout(set = 2, binding = 0) uniform Mesh {
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    mat4 Model;
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    mat4 InverseTransposeModel;
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    uint flags;
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};
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void main() {
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    gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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}
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