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- #version 450 core
- layout(location = 0) in vec2 aPos;
- layout(location = 1) in vec2 aUV;
- layout(location = 2) in vec4 aColor;
- layout(push_constant) uniform uPushConstant {
- vec2 uScale;
- vec2 uTranslate;
- } pc;
- out gl_PerVertex {
- vec4 gl_Position;
- };
- layout(location = 0) out struct {
- vec4 Color;
- vec2 UV;
- } Out;
- void main()
- {
- Out.Color = aColor;
- Out.UV = aUV;
- gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
- }
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