42 lines
949 B
GLSL
42 lines
949 B
GLSL
#version 450
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#pragma shader_stage(vertex)
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#include "../../common/macros.h"
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#include "../../common/structs.h"
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layout (location = 0) out vec2 outUv;
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layout (location = 1) out flat uint outPass;
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layout( push_constant ) uniform PushBlock {
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uint pass;
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uint draw;
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uint aux;
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} PushConstant;
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layout (binding = 0) uniform UBO {
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Viewport viewport[6];
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} camera;
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const vec2 positions[6] = vec2[](
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vec2(-1.0, -1.0),
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vec2( 1.0, -1.0),
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vec2(-1.0, 1.0),
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vec2(-1.0, 1.0),
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vec2( 1.0, -1.0),
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vec2( 1.0, 1.0)
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);
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const vec2 uvs[6] = vec2[](
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vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0)
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);
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void main() {
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outUv = uvs[gl_VertexIndex];
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outPass = PushConstant.pass;
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gl_Position = camera.viewport[PushConstant.pass].projection * camera.viewport[PushConstant.pass].view * vec4(positions[gl_VertexIndex], 0.0f, 1.0f);
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} |