23 lines
490 B
GLSL
23 lines
490 B
GLSL
layout (location = 0) in vec3 a_pos;
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layout (location = 1) in vec2 a_texCoords;
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layout (location = 0) out float v_intensity;
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layout (binding = 0) uniform UBO
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{
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mat4 u_transform;
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mat4 u_normalTransform;
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vec4 u_color;
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vec2 u_texCoordFlipping;
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};
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void main()
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{
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vec4 position = u_transform * vec4(a_pos, 1.0);
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v_intensity = a_texCoords.x;
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gl_Position = position;
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#ifdef VULKAN
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gl_Position.y = -gl_Position.y;
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gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
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#endif
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}
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