#version 450 #extension GL_ARB_separate_shader_objects : enable layout (location = 0) in vec2 inVertex; layout (location = 1) in vec2 inVertexTexCoord; layout (location = 2) in vec4 inVertexColor; layout(push_constant) uniform SPosBO { layout(offset = 0) mat4x2 gPos; #ifndef TW_ROTATIONLESS layout(offset = 32) vec2 gCenter; layout(offset = 40) float gRotation; #endif } gPosBO; layout (location = 0) noperspective out vec2 texCoord; layout (location = 1) noperspective out vec4 vertColor; void main() { vec2 FinalPos = vec2(inVertex.xy); #ifndef TW_ROTATIONLESS float X = FinalPos.x - gPosBO.gCenter.x; float Y = FinalPos.y - gPosBO.gCenter.y; FinalPos.x = X * cos(gPosBO.gRotation) - Y * sin(gPosBO.gRotation) + gPosBO.gCenter.x; FinalPos.y = X * sin(gPosBO.gRotation) + Y * cos(gPosBO.gRotation) + gPosBO.gCenter.y; #endif gl_Position = vec4(gPosBO.gPos * vec4(FinalPos, 0.0, 1.0), 0.0, 1.0); texCoord = inVertexTexCoord; vertColor = inVertexColor; }