shader_vert.vert 646 B

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  1. #version 330
  2. #extension GL_ARB_separate_shader_objects : enable
  3. #extension GL_ARB_shading_language_420pack : enable
  4. layout(set=0, binding=1) uniform UserData
  5. {
  6. mat4 m_transform;
  7. vec2 m_translate;
  8. } userdata;
  9. layout (location = 0) in vec2 inPosition;
  10. layout (location = 1) in vec4 inColor0;
  11. layout (location = 2) in vec2 inTexCoord0;
  12. layout (location = 0) out vec2 fragTexCoord;
  13. layout (location = 1) out vec4 fragColor;
  14. void main() {
  15. fragTexCoord = inTexCoord0;
  16. fragColor = inColor0;
  17. vec2 translatedPos = inPosition + userdata.m_translate.xy;
  18. vec4 outPos = userdata.m_transform * vec4(translatedPos, 0, 1);
  19. gl_Position = outPos;
  20. }