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Boundard/shaders/textured_quad.vert
2026-08-17 10:26:27 +08:00

20 lines
414 B
GLSL

#version 450
layout(push_constant) uniform PushConstants {
mat4 model;
vec4 color;
} pc;
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec4 a_color;
layout(location = 2) in vec2 a_uv;
layout(location = 0) out vec4 v_color;
layout(location = 1) out vec2 v_uv;
void main() {
gl_Position = pc.model * vec4(a_position, 0.0, 1.0);
v_color = a_color * pc.color;
v_uv = a_uv;
}