17 lines
321 B
GLSL

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