forked from AuroraMiddleware/gtk
c7d899c535
This is the first step towards easing maintenance of the Vulkan shaders by moving common code into headers.
27 lines
629 B
GLSL
27 lines
629 B
GLSL
#version 420 core
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#include "constants.glsl"
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layout(location = 0) in vec4 inRect;
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layout(location = 1) in vec4 inTexRect;
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layout(location = 0) out vec2 outTexCoord;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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vec2 offsets[6] = { vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0) };
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void main() {
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vec2 pos = inRect.xy + inRect.zw * offsets[gl_VertexIndex];
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gl_Position = push.mvp * vec4 (pos, 0.0, 1.0);
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outTexCoord = inTexRect.xy + inTexRect.zw * offsets[gl_VertexIndex];
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}
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