24 lines
576 B
GLSL
24 lines
576 B
GLSL
#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Normal;
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layout(location = 2) in vec2 Vertex_Uv;
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layout(location = 0) out vec2 v_Uv;
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layout(set = 0, binding = 0) uniform Camera2d {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Rect {
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vec2 Rect_Position;
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vec2 Rect_Size;
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float Rect_ZIndex;
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};
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void main() {
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v_Uv = Vertex_Uv;
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vec3 position = Vertex_Position * vec3(Rect_Size, 0.0);
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position = position + vec3(Rect_Position, -Rect_ZIndex);
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gl_Position = ViewProj * vec4(position, 1.0);
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} |