engine/bin/data/shaders/base/textured/vert.glsl

25 lines
552 B
GLSL

#version 450
#pragma shader_stage(vertex)
#include "../../common/macros.h"
#include "../../common/structs.h"
layout (constant_id = 0) const uint PASSES = 1;
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec2 inUv;
layout (location = 2) in vec4 inColor;
layout( push_constant ) uniform PushBlock {
uint pass;
uint draw;
} PushConstant;
layout (location = 0) out vec2 outUv;
layout (location = 1) out vec4 outColor;
void main() {
outUv = inUv;
outColor = inColor;
gl_Position = vec4(inPos.xyz, 1.0);
}