ptk/shaders/shader.vert.glsl

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#version 450
layout(binding = 0) uniform UniformBufferObject {
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vec2 initialWindowSize;
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vec2 windowSize;
} ubo;
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in int inShapeType;
layout(location = 3) in vec2 inUv;
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layout(location = 0) out vec3 fragColor;
layout(location = 1) out int outShapeType;
layout(location = 2) out vec2 outUv;
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void main() {
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vec2 normalized = ((inPosition / ubo.initialWindowSize) - 0.5) * 2.0;
gl_Position = vec4(normalized, 0.0, 1.0);
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fragColor = inColor;
outShapeType = inShapeType;
outUv = inUv;
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}