#version 450 #extension GL_ARB_separate_shader_objects : enable layout (location = 0) in vec2 inVertex; #ifdef TW_TILE_TEXTURED layout (location = 1) in uvec4 inVertexTexCoord; #endif layout(push_constant) uniform SPosBO { layout(offset = 0) uniform mat4x2 gPos; } gPosBO; #ifdef TW_TILE_TEXTURED layout (location = 0) noperspective out vec3 TexCoord; #endif void main() { gl_Position = vec4(gPosBO.gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0); #ifdef TW_TILE_TEXTURED TexCoord = vec3(inVertexTexCoord.xyz); #endif }