20 lines
485 B
GLSL
20 lines
485 B
GLSL
#version 450
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#extension GL_EXT_buffer_reference : require
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layout(set = 0, binding = 0) uniform UIUniform {
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vec2 screen;
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} scene;
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layout(location = 0) in vec2 inVertexPosition;
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layout(location = 1) in vec3 inPolygonPosition;
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layout(location = 2) in vec2 inPolygonSize;
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layout(location = 3) in vec4 inColor;
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layout(location = 0) out vec4 fragColor;
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void main() {
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gl_Position = vec4(vec3(inVertexPosition * inPolygonSize, 0.0) + inPolygonPosition, 1.0);
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fragColor = inColor;
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}
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