layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 vertexTexCoord;
#define KERNEL_SIZE 32
layout (std140) uniform Uniforms {
mat4 worldViewProjection;
mat4 inverseProjectionMatrix;
mat4 projectionMatrix;
vec3 kernel[KERNEL_SIZE];
vec2 noiseScale;
mat3 viewMatrix;
float radius;
};
out vec2 texCoord;
void main()
{
texCoord = vertexTexCoord;
gl_Position = worldViewProjection * vec4(vertexPosition, 1.0);
}