SOF/renderer/shaders/font.vert

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GLSL
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#version 460
// vertex geometry data
layout(location = 0) in vec2 inPos;
layout(location = 1) in vec2 inTex;
// instance data
layout(push_constant, std430) uniform UniformPushConstant
{
vec2 pos;
vec2 scale;
vec4 color;
} upc;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec2 fragTex;
layout(binding = 0) uniform Camera
{
mat4 view;
mat4 perspective;
mat4 orthographic;
} camera;
void main()
{
vec2 pos = inPos * upc.scale + upc.pos;
gl_Position = camera.orthographic * vec4(pos, -1.0, 1.0);
fragColor = upc.color;
fragTex = inTex;
}