2016-03-09 18:39:54 +03:00
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#version 450 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(push_constant) uniform uPushConstant{
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vec2 uScale;
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vec2 uTranslate;
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} pc;
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2016-11-13 05:00:36 +03:00
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out gl_PerVertex{
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vec4 gl_Position;
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};
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2016-10-18 23:40:58 +03:00
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layout(location = 0) out struct{
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2016-03-09 18:39:54 +03:00
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vec4 Color;
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vec2 UV;
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} Out;
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void main()
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{
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Out.Color = aColor;
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Out.UV = aUV;
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gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1);
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}
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