26 lines
		
	
	
		
			454 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			26 lines
		
	
	
		
			454 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(push_constant) uniform uPushConstant {
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    vec2 uScale;
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    vec2 uTranslate;
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} pc;
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out gl_PerVertex {
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    vec4 gl_Position;
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};
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layout(location = 0) out struct {
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    vec4 Color;
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    vec2 UV;
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} Out;
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void main()
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{
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    Out.Color = aColor;
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    Out.UV = aUV;
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    gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1);
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}
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