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palladium/tools/pdsg/shaders/shader.vert

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2026-03-19 09:22:46 +01:00
#version 460
layout(location = 0) in vec2 pos;
layout(location = 1) in vec2 uv;
layout(location = 2) in vec4 color;
layout(location = 0) out vec2 oUV;
layout(location = 1) out vec4 oColor;
// Probably forgot about this matrix and
// searched hours for why the rendering isn't working :/
layout(set = 0, binding = 0) uniform UBO {
mat4 projection;
} ubo;
void main() {
gl_Position = ubo.projection*vec4(pos, 0.0, 1.0);
oUV = uv;
oColor = color;
}