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Vulkan-Samples/shaders/dynamic_blending/glsl/blending.vert
T
2025-09-04 10:54:47 +08:00

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GLSL

#version 450
/* Copyright (c) 2023-2024, Mobica Limited
*
* 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 (binding = 0) uniform Ubo
{
mat4 projection;
mat4 view;
mat4 model;
} ubo;
layout (location = 0) out vec2 outUV;
layout (location = 1) out uint colorOffset;
void main()
{
outUV = inUv;
colorOffset = inPos.z == 1.0f ? 4 : 0;
gl_Position = ubo.projection * ubo.view * ubo.model * vec4(inPos.xyz, 1.0f);
}