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wgpu-tutorial/src/shader.vert

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312 B
GLSL

#version 450
layout(location=0) in vec3 a_position;
layout(location=1) in vec2 a_tex_coords;
layout(location=0) out vec2 v_tex_coords;
layout(set=1, binding=0) uniform Uniforms {
mat4 u_view_proj;
};
void main() {
v_tex_coords = a_tex_coords;
gl_Position = u_view_proj * vec4(a_position, 1.0);
}