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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(set=1,binding=0) uniform UBO
- {
- vec2 uScale;
- vec2 uTranslate;
- } ubo;
- layout(location = 0) out struct
- {
- vec4 Color;
- vec2 UV;
- } Out;
- void main()
- {
- Out.Color = aColor;
- Out.UV = aUV;
- gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
- gl_Position.y *= -1.0f;
- }
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