ScreenLockDetector/shaders/background.vert

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#version 450
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec4 inColor;
layout(location = 2) in vec2 inTexCoord;
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec2 fragTexCoord;
layout(location = 2) out vec2 fragPosition;
layout(binding = 0, std140) uniform UniformBufferObject {
float time; // offset 0
float resX; // offset 4
float resY; // offset 8
float rotation; // offset 12
float wavePhase; // offset 16
float padding1; // offset 20
float padding2; // offset 24
} ubo;
void main() {
gl_Position = vec4(inPosition, 0.0, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
fragPosition = inPosition;
}