engine/bin/data/shaders/display/vr/flat.vert.glsl

23 lines
628 B
GLSL

#version 450
#pragma shader_stage(vertex)
#include "../../common/macros.h"
#include "../../common/structs.h"
layout (location = 0) out vec2 outUv;
layout (location = 1) out flat uint outPass;
layout( push_constant ) uniform PushBlock {
uint pass;
uint draw;
} PushConstant;
layout (binding = 0) uniform Camera {
Viewport viewport[6];
} camera;
void main() {
outUv = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
outPass = PushConstant.pass;
gl_Position = camera.viewport[PushConstant.pass].projection * camera.viewport[PushConstant.pass].view * vec4(outUv * 2.0f + -1.0f, 0.0f, 1.0f);
}