| 1 | #version 450 |
| 2 | |
| 3 | layout(binding = 0) uniform UniformBufferObject { |
| 4 | mat4 model; |
| 5 | mat4 view; |
| 6 | mat4 proj; |
| 7 | } ubo; |
| 8 | |
| 9 | layout(location = 0) in vec2 pos; |
| 10 | layout(location = 1) in vec3 col; |
| 11 | layout(location = 2) in vec2 texCoord; |
| 12 | |
| 13 | layout(location = 0) out vec3 fragColor; |
| 14 | layout(location = 1) out vec2 fragTexCoord; |
| 15 | |
| 16 | void main() { |
| 17 | gl_Position = ubo.proj * ubo.view * ubo.model * vec4(pos, 0.0, 1.0); |
| 18 | fragColor = col; |
| 19 | fragTexCoord = texCoord; |
| 20 | } |