qskinny/src/nodes/shaders/boxshadow-vulkan.vert

25 lines
413 B
GLSL
Raw Normal View History

#version 440
layout(location = 0) in vec4 in_vertex;
layout(location = 1) in vec2 in_coord;
layout(location = 0) out vec2 coord;
layout(std140, binding = 0) uniform buf
{
mat4 matrix;
vec4 color;
vec4 radius;
vec2 aspect;
float blurExtent;
float opacity;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
coord = in_coord;
gl_Position = ubuf.matrix * in_vertex;
}