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

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#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;
}