ref_vk/shaders/particle.vert

27 lines
560 B
GLSL
Raw Normal View History

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) in vec3 inVertex;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(push_constant) uniform PushConstant
{
mat4 mvpMatrix;
} pc;
layout(location = 0) out vec2 texCoord;
layout(location = 1) out vec4 color;
layout(location = 2) out float aTreshold;
out gl_PerVertex {
vec4 gl_Position;
};
void main() {
gl_Position = pc.mvpMatrix * vec4(inVertex, 1.0);
texCoord = inTexCoord;
color = inColor;
aTreshold = 0.5;
}