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GLSL

// Copyright 2016 Intel Corporation All Rights Reserved
//
// Intel makes no representations about the suitability of this software for any purpose.
// THIS SOFTWARE IS PROVIDED ""AS IS."" INTEL SPECIFICALLY DISCLAIMS ALL WARRANTIES,
// EXPRESS OR IMPLIED, AND ALL LIABILITY, INCLUDING CONSEQUENTIAL AND OTHER INDIRECT DAMAGES,
// FOR THE USE OF THIS SOFTWARE, INCLUDING LIABILITY FOR INFRINGEMENT OF ANY PROPRIETARY
// RIGHTS, AND INCLUDING THE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
// Intel does not assume any responsibility for any errors which may appear in this software
// nor any responsibility to update it.
#version 450
layout(set=0, binding=1) uniform u_UniformBuffer {
mat4 u_ProjectionMatrix;
};
layout(location = 0) in vec4 i_Position;
layout(location = 1) in vec2 i_Texcoord;
out gl_PerVertex
{
vec4 gl_Position;
};
layout(location = 0) out vec2 v_Texcoord;
void main() {
gl_Position = u_ProjectionMatrix * i_Position;
v_Texcoord = i_Texcoord;
}