#version 450 core | |
layout(location = 0) in vec2 aPos; | |
layout(location = 1) in vec2 aUV; | |
layout(location = 2) in vec4 aColor; | |
layout(push_constant) uniform uPushConstant{ | |
vec2 uScale; | |
vec2 uTranslate; | |
} pc; | |
out gl_PerVertex{ | |
vec4 gl_Position; | |
}; | |
layout(location = 0) out struct{ | |
vec4 Color; | |
vec2 UV; | |
} Out; | |
void main() | |
{ | |
Out.Color = aColor; | |
Out.UV = aUV; | |
gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1); | |
} |