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dl/shader/2d.vert
T
2026-09-16 14:07:40 +08:00

27 lines
539 B
GLSL

#version 450
layout(set = 0, binding = 0) uniform UniformBufferObject
{
mat4 viewProj;
} ubo;
layout (push_constant) uniform PushConstant
{
mat4 model;
uint samplerIndex;
} constant;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec2 fragTexCoord;
void main()
{
gl_Position = ubo.viewProj * constant.model * vec4(inPosition, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
}