| #version 450 core | |
| layout(location = 0) in vec2 aPos; | |
| layout(location = 1) in vec2 aUV; | |
| layout(location = 2) in vec4 aColor; | |
| layout(push_constant) uniform uPushConstant { | |
| vec2 uScale; | |
| vec2 uTranslate; | |
| } pc; | |
| out gl_PerVertex { | |
| vec4 gl_Position; | |
| }; | |
| layout(location = 0) out struct { | |
| vec4 Color; | |
| vec2 UV; | |
| } Out; | |
| void main() | |
| { | |
| Out.Color = aColor; | |
| Out.UV = aUV; | |
| gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); | |
| } |