1// 2// Copyright (c) 2017-2020 Advanced Micro Devices, Inc. All rights reserved. 3// 4// Permission is hereby granted, free of charge, to any person obtaining a copy 5// of this software and associated documentation files (the "Software"), to deal 6// in the Software without restriction, including without limitation the rights 7// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 8// copies of the Software, and to permit persons to whom the Software is 9// furnished to do so, subject to the following conditions: 10// 11// The above copyright notice and this permission notice shall be included in 12// all copies or substantial portions of the Software. 13// 14// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 15// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 16// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 17// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 18// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 19// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 20// THE SOFTWARE. 21// 22 23#version 450 24#extension GL_ARB_separate_shader_objects : enable 25 26layout(push_constant) uniform UniformBufferObject 27{ 28 mat4 ModelViewProj; 29} ubo; 30 31layout(location = 0) in vec3 inPosition; 32layout(location = 1) in vec3 inColor; 33layout(location = 2) in vec2 inTexCoord; 34 35layout(location = 0) out vec3 outColor; 36layout(location = 1) out vec2 outTexCoord; 37 38void main() { 39 gl_Position = ubo.ModelViewProj * vec4(inPosition, 1.0); 40 outColor = inColor; 41 outTexCoord = inTexCoord; 42} 43