2024-02-06 15:40:50 -05:00

17 lines
286 B
GLSL

#version 460 core
layout (location = 0) in vec2 aCoord;
layout (location = 0) out vec2 texCoord;
layout (set = 0, binding = 0) uniform Matrices {
vec2 viewport;
float time;
vec3 cam_pos;
vec3 cam_dir;
};
void main() {
texCoord = aCoord;
gl_Position = vec4(aCoord, 0.0, 1.0);
}