ruffle/render/wgpu/shaders/texture.vert

21 lines
504 B
GLSL

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