| #version 450 core | |
| layout(location = 0) in vec2 aPos; | |
| layout(location = 1) in vec2 aUV; | |
| layout(location = 2) in vec4 aColor; | |
| layout(set=1,binding=0) uniform UBO | |
| { | |
| vec2 uScale; | |
| vec2 uTranslate; | |
| } ubo; | |
| layout(location = 0) out struct | |
| { | |
| vec4 Color; | |
| vec2 UV; | |
| } Out; | |
| void main() | |
| { | |
| Out.Color = aColor; | |
| Out.UV = aUV; | |
| gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1); | |
| gl_Position.y *= -1.0f; | |
| } |