rust_vulkan_test/res/shaders/vertex.vert

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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 MVP_Data {
mat4 model;
mat4 view;
mat4 projection;
} uniforms;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
fragColor = color;
}