ptk/shaders/shader.vert.glsl

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2024-08-08 14:38:43 +02:00
#version 450
layout(binding = 0) uniform UniformBufferObject {
vec2 windowSize;
} ubo;
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec2 outPosition;
void main() {
gl_Position = vec4(((inPosition / ubo.windowSize) - 0.5) * 2.0, 0.0, 1.0);
fragColor = inColor;
outPosition = inPosition;
}