ddnet/data/shader/vulkan/tile.vert

25 lines
523 B
GLSL

#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
}