17 lines
321 B
GLSL
17 lines
321 B
GLSL
#version 460 core
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layout (location = 0) in vec2 aCoord;
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layout (location = 0) out vec2 pos;
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layout (set = 0, binding = 0) uniform Matrices {
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vec3 cam_pos;
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float time;
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vec4 viewport;
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vec3 cam_dir;
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};
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void main() {
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gl_Position = vec4(aCoord, 0.0, 1.0);
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pos = vec2(aCoord.x * viewport.x / viewport.y, aCoord.y);
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} |