31 lines
621 B
GLSL
31 lines
621 B
GLSL
#version 450
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layout(set = 0, binding = 0) uniform UniformBufferObject {
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mat4 matrix; // do all the view matrix stuff on the cpu during queue submission
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} ubo;
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layout(location = 0) in vec3 pos;
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layout(location = 1) in vec2 uvi;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec2 uv;
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/*
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vec2 positions[3] = vec2[](
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vec2(0.0, -0.5),
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vec2(0.5, 0.5),
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vec2(-0.5, 0.5)
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);
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vec3 colors[3] = vec3[](
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vec3(1.0, 0.0, 0.0),
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vec3(0.0, 1.0, 0.0),
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vec3(0.0, 0.0, 1.0)
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);
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*/
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void main() {
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gl_Position = ubo.matrix * vec4(pos, 1.0);
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fragColor = vec3(uvi, 1.0);
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uv = uvi;
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}
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