gtk2/gsk/resources/vulkan/blit.vert.glsl
Benjamin Otte 583956266e vulkan: Make MVP matrix available to vertex shader
We use push constants for this.
2016-12-09 18:35:51 +01:00

20 lines
358 B
GLSL

#version 420 core
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec2 inTexCoord;
layout(push_constant) uniform PushConstants {
mat4 mvp;
} push;
layout(location = 0) out vec2 outTexCoord;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
gl_Position = push.mvp * vec4 (inPosition, 0.0, 1.0);
outTexCoord = inTexCoord;
}