| 1 | #version 450 core |
| 2 | layout(location = 0) in vec2 aPos; |
| 3 | layout(location = 1) in vec2 aUV; |
| 4 | layout(location = 2) in vec4 aColor; |
| 5 | |
| 6 | layout(push_constant) uniform uPushConstant { |
| 7 | vec2 uScale; |
| 8 | vec2 uTranslate; |
| 9 | } pc; |
| 10 | |
| 11 | out gl_PerVertex { |
| 12 | vec4 gl_Position; |
| 13 | }; |
| 14 | |
| 15 | layout(location = 0) out struct { |
| 16 | vec4 Color; |
| 17 | vec2 UV; |
| 18 | } Out; |
| 19 | |
| 20 | void main() |
| 21 | { |
| 22 | Out.Color = aColor; |
| 23 | Out.UV = aUV; |
| 24 | gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); |
| 25 | } |