38 lines
647 B
GLSL
38 lines
647 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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layout( push_constant ) uniform PushBlock {
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uint pass;
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} PushConstant;
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struct Matrices {
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mat4 model[2];
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};
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struct Gui {
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vec4 offset;
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vec4 color;
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int mode;
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float depth;
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};
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layout (binding = 0) uniform UBO {
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Matrices matrices;
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Gui gui;
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} ubo;
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layout (location = 0) out vec2 outUv;
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layout (location = 1) out flat Gui outGui;
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out gl_PerVertex {
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vec4 gl_Position;
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};
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void main() {
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outUv = inUv;
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outGui = ubo.gui;
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gl_Position = ubo.matrices.model[PushConstant.pass] * vec4(inPos.xy, ubo.gui.depth, 1.0);
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} |