21 lines
408 B
GLSL
21 lines
408 B
GLSL
#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec2 inTexCoord;
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layout(location = 2) in vec4 inColor;
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layout(location = 0) out vec2 fragCoord;
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layout(location = 1) out vec4 color;
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layout(set = 2, binding = 0) uniform UBO
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{
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mat4 viewProjection;
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} ubo;
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void main()
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{
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gl_Position = ubo.viewProjection * vec4(inPosition, 1.0);
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fragCoord = inTexCoord;
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color = inColor;
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}
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