SPIRV-Cross/shaders-msl/vert/out_block.vert

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#version 450
uniform Transform
{
mat4 transform;
} block;
layout(location = 0) in vec3 position;
layout(location = 1) in vec4 color;
layout(location = 2) out VertexOut
{
vec4 color;
vec4 color2;
} outputs;
void main()
{
gl_Position = block.transform * vec4(position, 1.0);
outputs.color = color;
outputs.color2 = color + vec4(1.0);
}