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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