25 lines
486 B
GLSL
25 lines
486 B
GLSL
#version 450
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layout (location = 0) in vec2 inPos;
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layout (location = 1) in vec2 inUV;
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layout (location = 2) in vec4 inColor;
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layout (push_constant) uniform PushConstants {
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vec2 scale;
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vec2 translate;
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} pushConstants;
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layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec4 outColor;
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out gl_PerVertex
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{
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vec4 gl_Position;
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};
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void main()
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{
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outUV = inUV;
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outColor = inColor;
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gl_Position = vec4(inPos * pushConstants.scale + pushConstants.translate, 0.0, 1.0);
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} |