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44 lines
717 B
GLSL

#version 460
struct VS2PS
{
vec4 color;
vec2 uv;
};
#ifdef VERTEX_SHADER
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec2 inUV;
layout(location = 2) in vec4 inColor;
layout(location = 0) out VS2PS vsOut;
layout(push_constant) uniform VertexPushConstant
{
vec2 scale;
vec2 translate;
};
void main()
{
vsOut.color = inColor;
vsOut.uv = inUV;
gl_Position = vec4(inPosition * scale + translate, 0, 1);
}
#endif
#ifdef PIXEL_SHADER
layout(location = 0) in VS2PS psIn;
layout(location = 0) out vec4 outColor;
layout(set = 0, binding = 0) uniform sampler2D inTexture;
void main()
{
outColor = psIn.color * texture(inTexture, psIn.uv);
}
#endif