To ensure that the rendering system is being run in the main thread, I added the concept of "Sync systems", so that when a system group is created it's possible to specify whether it's possible to run it on a separate thread or not.
11 lines
180 B
GLSL
11 lines
180 B
GLSL
#version 450
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layout(location = 0) in vec3 vertPos;
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layout (binding = 0) uniform Uniform {
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mat4 proj;
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} ubo;
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void main() {
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gl_Position = ubo.proj * vec4(vertPos, 1.0);
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}
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