| #version 450 | |
| layout(location = 0) in vec2 a_position; | |
| layout(location = 1) in vec4 a_color; | |
| layout(location = 2) in vec2 a_uv; | |
| layout(location = 0) out vec4 v_color; | |
| layout(location = 1) out vec2 v_uv; | |
| layout(set = 1, binding = 0) uniform Context { | |
| mat4 mvp; | |
| vec4 color; /* XXX unused */ | |
| vec2 texture_size; | |
| } u_context; | |
| void main() { | |
| gl_Position = u_context.mvp * vec4(a_position, 0, 1); | |
| v_color = a_color; | |
| v_uv = a_uv / u_context.texture_size; | |
| } |