# L GLSL.std.450 main -39Bamethyst_rendy/shaders/vertex/pos_norm_tex.vertäÂ// OpModuleProcessed entry-point main // OpModuleProcessed client vulkan100 // OpModuleProcessed target-env vulkan1.0 // OpModuleProcessed entry-point main #line 1 #version 450 layout(std140, set = 0, binding = 0) uniform Projview { mat4 proj; mat4 view; mat4 proj_view; }; layout(location = 0) in vec3 position; layout(location = 1) in vec3 normal; layout(location = 2) in vec2 tex_coord; layout(location = 3) in mat4 model; // instance rate layout(location = 7) in vec4 tint; // instance rate layout(location = 0) out VertexData { vec3 position; vec3 normal; vec2 tex_coord; vec4 color; } vertex; void main() { vec4 vertex_position = model * vec4(position, 1.0); vertex.position = vertex_position.xyz; vertex.normal = mat3(model) * normal; vertex.tex_coord = tex_coord; vertex.color = tint; gl_Position = proj_view * vertex_position; }  GL_GOOGLE_cpp_style_line_directiveGL_GOOGLE_include_directivemain modelpositionVertexDatapositionnormaltex_coordcolorvertex-normal3tex_coord9tint@gl_PerVertex@gl_Position@gl_PointSize@gl_ClipDistance@gl_CullDistanceBCProjviewCprojCviewCproj_viewEG GGGG-G3G9H@ H@ H@ H@ G@HCHC#HCHCHC#@HCHCHC#€HCGCGE"GE!!     ;  ;+€? ; + !+#%;-+1 2;23 5+7 8;89 ;= +=>?>@?? A@;ABC DC;DE F 6ø=  =QQQP‘O A!">" Q&O'&&Q(O)((Q*O+**P%,')+=.-‘/,.A!0#>0/=43A561>64=:9A;<7><:AFGE1= HG‘JHA;KB>KJý8