21 lines
504 B
GLSL
21 lines
504 B
GLSL
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#version 450
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layout(set = 0, binding = 0) uniform Transforms {
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mat4 view_matrix;
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mat4 world_matrix;
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};
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layout(set = 0, binding = 1) uniform Texture {
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mat4 u_matrix;
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};
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layout(location = 0) in vec2 position;
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layout(location = 1) in vec4 color;
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layout(location = 0) out vec2 frag_uv;
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void main() {
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frag_uv = vec2(mat3(u_matrix) * vec3(position, 1.0));
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gl_Position = view_matrix * world_matrix * vec4(position, 0.0, 1.0);
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gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;
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}
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