TextRender.vert 508 B

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  1. #version 450
  2. layout (constant_id = 0) const bool InvertY = false;
  3. // Attributes
  4. layout(location=0) in vec3 a_position;
  5. layout(location=1) in vec4 a_color;
  6. layout(location=2) in vec2 a_texCoords0;
  7. // Uniforms
  8. layout(set=0,binding =0) uniform a_MatrixTransform
  9. {
  10. mat4x4 MatrixTransform;
  11. };
  12. // Varyings
  13. layout(location=0) out vec4 v_color;
  14. layout(location=1) out vec2 v_texCoords;
  15. void main()
  16. {
  17. v_color = a_color;
  18. v_texCoords = a_texCoords0;
  19. gl_Position = MatrixTransform * vec4(a_position, 1.0);
  20. }