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- #version 450
- layout (constant_id = 0) const bool InvertY = false;
- // Attributes
- layout(location=0) in vec3 a_position;
- layout(location=1) in vec4 a_color;
- layout(location=2) in vec2 a_texCoords0;
- // Uniforms
- layout(set=0,binding =0) uniform a_MatrixTransform
- {
- mat4x4 MatrixTransform;
- };
- void main()
- {
- gl_Position = MatrixTransform * vec4(a_position, 1.0);
- }
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