ULRE/res/shader/OnlyPosition.vert

18 lines
263 B
GLSL

#version 450 core
layout(location = 0) in vec2 Vertex;
layout(binding = 0) uniform WorldConfig
{
mat4 mvp;
} world;
layout(location = 0) out vec4 FragmentColor;
void main()
{
FragmentColor=vec4(1.0);
gl_Position=vec4(Vertex,0.0,1.0)*world.mvp;
}