xref: /aosp_15_r20/external/mesa3d/src/vulkan/overlay-layer/overlay.vert (revision 6104692788411f58d303aa86923a9ff6ecaded22)
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}
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