#version 450 /* Copyright (c) 2024, Google * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ layout (location = 0) in vec3 inPos; layout (location = 1) in vec2 inUV; layout (location = 0) out vec4 outColor; //////////////////////////////////////// layout(set = 0, binding = 0) uniform SceneConstants { mat4 model_view_projection; float background_grayscale; float object_alpha; int front_layer_index; int back_layer_index; } sceneConstants; //////////////////////////////////////// void main() { gl_Position = sceneConstants.model_view_projection * vec4(inPos, 1.0f); outColor = vec4(inUV, 0.0f, sceneConstants.object_alpha); }