28 lines
681 B
GLSL
28 lines
681 B
GLSL
#version 450
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layout(location = 0) in vec2 position[4];
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layout(location = 4) in vec2 textureCoordinates[4];
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layout(location = 8) in vec4 color;
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layout(location = 9) in vec4 bgColor;
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layout(location = 0) out vec4 outColor;
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layout(location = 1) out vec4 outBgColor;
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layout(location = 2) out vec2 fragTextureCoordinates;
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layout(set = 0, binding = 0) uniform NodeData
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{
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mat4 world;
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} node;
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layout(set = 1, binding = 0) uniform CameraData
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{
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mat4 viewProjection;
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} cam;
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void main() {
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gl_Position = cam.viewProjection * node.world * vec4(position[gl_VertexIndex], 1.0, 1.0);
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fragTextureCoordinates = textureCoordinates[gl_VertexIndex];
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outColor = color;
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outBgColor = bgColor;
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}
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