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

21 lines
375 B
GLSL

#version 440
layout( location = 0 ) in vec4 vertexCoord;
layout( location = 0 ) out vec2 coord;
layout( std140, binding = 0 ) uniform buf
{
mat4 matrix;
vec2 centerCoord;
vec2 radius;
float opacity;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
coord = vertexCoord.xy - ubuf.centerCoord;
gl_Position = ubuf.matrix * vertexCoord;
}