RuntimeData/shader/FlatColor.vert

31 lines
512 B
GLSL

#version 450 core
layout(location = 0) in vec2 Position;
layout(location = 1) in vec3 Color;
layout(binding=0) uniform WorldMatrix // hgl/math/Math.h
{
mat4 ortho;
mat4 projection;
mat4 inverse_projection;
mat4 modelview;
mat4 inverse_modelview;
mat4 mvp;
mat4 inverse_mvp;
vec4 view_pos;
vec2 resolution;
} world;
layout(location = 0) out vec4 FragmentColor;
void main()
{
FragmentColor=vec4(Color,1.0);
gl_Position=vec4(Position,0.0,1.0)*world.ortho;
}