glsl_shader.vert (454B)
1 #version 450 core 2 layout(location = 0) in vec2 aPos; 3 layout(location = 1) in vec2 aUV; 4 layout(location = 2) in vec4 aColor; 5 6 layout(push_constant) uniform uPushConstant { 7 vec2 uScale; 8 vec2 uTranslate; 9 } pc; 10 11 out gl_PerVertex { 12 vec4 gl_Position; 13 }; 14 15 layout(location = 0) out struct { 16 vec4 Color; 17 vec2 UV; 18 } Out; 19 20 void main() 21 { 22 Out.Color = aColor; 23 Out.UV = aUV; 24 gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); 25 }