24 lines
456 B
GLSL
24 lines
456 B
GLSL
#version 450
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layout(set = 0, binding = 0, std140) uniform UBO
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{
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mat4 MVP;
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};
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) out vec4 color;
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layout(binding = 1) uniform sampler2D tex;
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void main() {
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color = texture(tex, vec2(0.0));
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} |