15 lines
313 B
GLSL
15 lines
313 B
GLSL
#version 450
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layout (location = POSITION) in vec2 a_pos;
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layout (location = TEXCOORD0) in vec3 a_uv;
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layout (location = TEXCOORD0) out vec3 f_uv;
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layout (binding = 0, std140) uniform globals {
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mat4 proj_mat;
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};
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void main() {
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gl_Position = proj_mat * vec4(a_pos, 0, 1.0);
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f_uv = a_uv;
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} |