38 lines
704 B
GLSL
38 lines
704 B
GLSL
#version 450
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layout (location = 0) in vec2 inPos;
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layout (location = 1) in vec2 inUv;
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struct Cursor {
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vec2 position;
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vec2 radius;
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vec4 color;
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};
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layout (location = 0) out vec2 outUv;
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layout (location = 1) out float outAlpha;
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layout (location = 2) out flat Cursor outCursor;
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layout( push_constant ) uniform PushBlock {
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uint pass;
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} PushConstant;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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struct Matrices {
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mat4 model[2];
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};
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layout (binding = 0) uniform UBO {
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Matrices matrices;
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Cursor cursor;
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float alpha;
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} ubo;
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void main() {
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outUv = inUv;
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outCursor = ubo.cursor;
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gl_Position = ubo.matrices.model[PushConstant.pass] * vec4(inPos.xy, 0.0, 1.0);
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} |