vulkan_renderer/shaders/vertex.vert

23 lines
No EOL
425 B
GLSL

#version 450
// x -> -1 (left) 1(right)
// y -> -1 (top) 1(bottom)
layout( push_constant ) uniform push{
mat4 transform;
}trans;
layout(binding = 0) uniform un{
mat4 view;
} view;
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec3 in_color;
layout(location = 0) out vec3 frag_color;
void main()
{
gl_Position = trans.transform * vec4(in_position, 0.0, 1.0);
frag_color = in_color;
}