rust_vulkan_test/res/shaders/vertex.vert

1 line
No EOL
417 B
GLSL

#version 450
layout (location = 0) in vec2 position;
layout (location = 1) in vec3 color;
layout (location = 0) out vec3 fragColor;
layout (set = 0, binding = 0) uniform MVPData {
mat4 world;
mat4 view;
mat4 projection;
} uniforms;
void main() {
mat4 worldview = uniforms.view * uniforms.world;
gl_Position = uniforms.projection * worldview * vec4(position, 0.0, 1.0);
fragColor = color;
}