ruffle/render/wgpu/shaders/color.vert

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#version 450
// Set 0: globals
layout(set = 0, binding = 0) uniform Globals {
mat4 view_matrix;
};
// Push constants: matrix + color
layout(push_constant) uniform VertexPushConstants {
mat4 world_matrix;
};
layout(location = 0) in vec2 position;
layout(location = 1) in vec4 color;
layout(location = 0) out vec4 frag_color;
void main() {
frag_color = color;
gl_Position = view_matrix * world_matrix * vec4(position, 0.0, 1.0);
gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;
}