ULRE/res/shader/OnlyPosition.vert

22 lines
341 B
GLSL

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