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Project Lead: Evan Hemsley <evan@moonside.games> Co-designer, Metal Port, Console Ports: Co-authored-by: Caleb Cornett <caleb.cornett@outlook.com> Production, QA, Debug: Co-authored-by: Ethan Lee <flibitijibibo@gmail.com> SDL_Render Driver, Bugfixes: Co-authored-by: Andrei Alexeyev <akari@taisei-project.org> Additional D3D12 Programming, Bugfixes: Co-authored-by: Bart van der Werf <bluelive@gmail.com> Bugfixes and Feedback: Co-authored-by: Zakary Strange <zakarystrange@gmail.com> Co-authored-by: meyraud705 <meyraud705@gmail.com> Co-authored-by: Joshua T. Fisher <playmer@gmail.com> Co-authored-by: Topi Ritala <ritalat@fastmail.com> Co-authored-by: David Gow <david@ingeniumdigital.com> Original API Proposal: Co-authored-by: Ryan C. Gordon <icculus@icculus.org>
31 lines
No EOL
481 B
GLSL
31 lines
No EOL
481 B
GLSL
#version 450
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#ifdef VERTEX
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layout (location = 0) in vec3 in_position;
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layout (location = 1) in vec3 in_color;
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layout (location = 0) out vec4 out_color;
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layout (set = 1, binding = 0) uniform UBO
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{
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mat4x4 modelViewProj;
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};
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void main()
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{
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out_color = vec4(in_color, 1.0);
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gl_Position = modelViewProj * vec4(in_position, 1.0);
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}
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#else
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layout (location = 0) in vec4 in_color;
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layout (location = 0) out vec4 out_color;
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void main()
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{
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out_color = in_color;
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}
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#endif |