engine/bin/data/shaders/display.rendertarget.vert.glsl
2020-10-18 00:00:00 -05:00

40 lines
741 B
GLSL

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