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c74c7ae053
Use UBOs instead, should be more compatible with early drivers.
19 lines
385 B
GLSL
19 lines
385 B
GLSL
#version 310 es
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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 = 2) in vec4 Color;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out vec4 vColor;
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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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} global;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vColor = Color;
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}
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