0 layout(location = 2) in vec2 in_uv; #endif #if TEXTURE_TYPE > 0 layout(location = 0) out vec2 out_uv; #endif layout(location = 1) out vec4 out_col; out gl_PerVertex { vec4 gl_Position; }; layout(ANKI_UBO_BINDING(0, 0)) uniform u_ { vec4 u_transform; // x: x scale, y: y scale, z: x transl, w: y transl }; void main() { #if TEXTURE_TYPE > 0 out_uv = in_uv; #endif out_col = in_col; vec2 pos = u_transform.xy * in_pos + u_transform.zw; gl_Position = vec4(pos, 0.0, 1.0); } ]]> 0 layout(location = 0) in vec2 in_uv; #endif layout(location = 1) in vec4 in_col; layout(location = 0) out vec4 out_col; #if TEXTURE_TYPE > 0 layout(ANKI_TEX_BINDING(0, 0)) uniform sampler2D u_tex; #endif void main() { #if TEXTURE_TYPE == 0 out_col = in_col; #elif TEXTURE_TYPE == 1 out_col = in_col * texture(u_tex, in_uv); #endif } ]]>