 b0768a583d
			
		
	
	
		b0768a583d
		
	
	
	
	
		
			
			# 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
 | |
| 
 | |
| 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 near;
 | |
|     float far;
 | |
|     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);
 | |
| }
 |