quakeforge/libs/video/renderer/vulkan/shader/twod.vert
Bill Currie 8422732505 [vulkan] Move matrices into per-frame buffers
This should fix the horrid frame rate dependent behavior of the view
model.

They are also in their own descriptor set so they can be easily shared
between pipelines. This has been verified to work for Draw.
2021-12-24 06:45:13 +09:00

29 lines
594 B
GLSL

#version 450
layout (set = 0, binding = 0) uniform Matrices {
mat4 Projection3d;
mat4 View;
mat4 Sky;
mat4 Projection2d;
};
/** Vertex position.
x, y, s, t
\a vertex provides the onscreen location at which to draw the icon
(\a x, \a y) and texture coordinate for the icon (\a s=z, \a t=w).
*/
layout (location = 0) in vec2 vertex;
layout (location = 1) in vec2 uv;
layout (location = 2) in vec4 vcolor;
layout (location = 0) out vec2 st;
layout (location = 1) out vec4 color;
void
main (void)
{
gl_Position = Projection2d * vec4 (vertex.xy, 0.0, 1.0);
st = uv;
color = vcolor;
}