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1#version 450
2#extension GL_ARB_separate_shader_objects : enable
3
4layout(binding = 1) uniform UniformBufferObject {
5    mat4 posTransform;
6    mat4 texcoordTransform;
7} ubo;
8
9layout(location = 0) in vec2 inPosition;
10layout(location = 1) in vec2 texCoord;
11
12layout(location = 0) out vec2 fragTexCoord;
13
14void main() {
15    gl_Position = vec4((ubo.posTransform * vec4(inPosition, 0.0, 1.0)).xy, 0.0, 1.0);
16    fragTexCoord = (ubo.texcoordTransform * vec4(texCoord, 0.0, 1.0)).xy;
17}
18