27 lines
576 B
GLSL
27 lines
576 B
GLSL
#version 460 core
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layout(location = 0) in vec3 a_Position;
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layout(location = 1) in vec4 a_Tint;
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layout(location = 2) in vec2 a_TexCoord;
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layout(location = 3) in float a_TexID;
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struct VertexOutput {
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vec4 Tint;
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vec2 TexCoord;
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};
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layout(location = 0) out VertexOutput Output;
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layout(location = 2) out flat float TexID;
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layout(std140, binding = 0) uniform Camera {
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mat4 view;
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mat4 projection;
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};
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void main() {
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Output.Tint = a_Tint;
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Output.TexCoord = a_TexCoord;
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TexID = a_TexID;
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gl_Position = projection * view * vec4(a_Position, 1.0);
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}
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