ref_vk/shaders/basic.vert

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#version 450
#extension GL_ARB_separate_shader_objects : enable
// normalized offset and scale
layout(set = 1, binding = 0) uniform imageTransform
{
vec2 offset;
vec2 scale;
vec2 uvOffset;
vec2 uvScale;
} it;
layout(location = 0) in vec2 inVertex;
layout(location = 1) in vec2 inTexCoord;
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() {
vec2 vPos = inVertex.xy * it.scale - (vec2(1.0) - it.scale);
gl_Position = vec4(vPos + it.offset * 2.0, 0.0, 1.0);
texCoord = inTexCoord.xy * it.uvScale + it.uvOffset;
color = vec4(1.0, 1.0, 1.0, 1.0);
aTreshold = 0.666;
}