#version 450 | |
#extension GL_ARB_separate_shader_objects : enable | |
layout(binding = 1) uniform UniformBufferObject { | |
mat4 posTransform; | |
mat4 texcoordTransform; | |
} ubo; | |
layout(location = 0) in vec2 inPosition; | |
layout(location = 1) in vec2 texCoord; | |
layout(location = 0) out vec2 fragTexCoord; | |
void main() { | |
gl_Position = vec4((ubo.posTransform * vec4(inPosition, 0.0, 1.0)).xy, 0.0, 1.0); | |
fragTexCoord = (ubo.texcoordTransform * vec4(texCoord, 0.0, 1.0)).xy; | |
} |