GPCS4/Misc/test.vert
2019-11-07 20:13:55 +08:00

22 lines
453 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0) uniform UniformBufferObject
{
mat4 mvp;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 2) in vec2 inCoord;
layout(location = 0) out vec3 outColor;
layout(location = 1) out vec2 outCoord;
void main()
{
gl_Position = ubo.mvp * vec4(inPosition, 1.0);
outColor = inColor;
outCoord = inCoord;
}