17 lines
408 B
GLSL
17 lines
408 B
GLSL
#version 450
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layout(binding = 0) uniform UniformBufferObject {
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vec2 windowSize;
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} ubo;
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layout(location = 0) in vec2 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 outPosition;
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void main() {
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gl_Position = vec4(((inPosition / ubo.windowSize) - 0.5) * 2.0, 0.0, 1.0);
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fragColor = inColor;
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outPosition = inPosition;
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}
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