librashader/test/extreme_basic.glsl

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2023-12-13 11:02:49 +11:00
#version 450
layout(set = 0, binding = 0, std140) uniform UBO
{
mat4 MVP;
};
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) out vec4 color;
layout(binding = 1) uniform sampler2D tex;
void main() {
color = texture(tex, vec2(0.0));
}