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
}
]]>