#version 450 /* Copyright (c) 2019, Sascha Willems * * 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 vec2 inPos; layout (location = 1) in vec2 inUV; layout (location = 2) in vec4 inColor; layout (push_constant) uniform PushConstants { mat4 transform; } pushConstants; layout (location = 0) out vec2 outUV; layout (location = 1) out vec4 outColor; out gl_PerVertex { vec4 gl_Position; }; void main() { outUV = inUV; outColor = inColor; gl_Position = pushConstants.transform * vec4(inPos.xy, 0.0, 1.0); }