1*61046927SAndroid Build Coastguard Worker#version 450 core 2*61046927SAndroid Build Coastguard Workerlayout(location = 0) in vec2 aPos; 3*61046927SAndroid Build Coastguard Workerlayout(location = 1) in vec2 aUV; 4*61046927SAndroid Build Coastguard Workerlayout(location = 2) in vec4 aColor; 5*61046927SAndroid Build Coastguard Worker 6*61046927SAndroid Build Coastguard Workerlayout(push_constant) uniform uPushConstant{ 7*61046927SAndroid Build Coastguard Worker vec2 uScale; 8*61046927SAndroid Build Coastguard Worker vec2 uTranslate; 9*61046927SAndroid Build Coastguard Worker} pc; 10*61046927SAndroid Build Coastguard Worker 11*61046927SAndroid Build Coastguard Workerout gl_PerVertex{ 12*61046927SAndroid Build Coastguard Worker vec4 gl_Position; 13*61046927SAndroid Build Coastguard Worker}; 14*61046927SAndroid Build Coastguard Worker 15*61046927SAndroid Build Coastguard Workerlayout(location = 0) out struct{ 16*61046927SAndroid Build Coastguard Worker vec4 Color; 17*61046927SAndroid Build Coastguard Worker vec2 UV; 18*61046927SAndroid Build Coastguard Worker} Out; 19*61046927SAndroid Build Coastguard Worker 20*61046927SAndroid Build Coastguard Workervoid main() 21*61046927SAndroid Build Coastguard Worker{ 22*61046927SAndroid Build Coastguard Worker Out.Color = aColor; 23*61046927SAndroid Build Coastguard Worker Out.UV = aUV; 24*61046927SAndroid Build Coastguard Worker gl_Position = vec4(aPos*pc.uScale+pc.uTranslate, 0, 1); 25*61046927SAndroid Build Coastguard Worker} 26