2025-11-10 15:13:04 +08:00
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#version 450
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layout(location = 0) in vec2 inPosition;
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layout(location = 1) in vec4 inColor;
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layout(location = 2) in vec2 inTexCoord;
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layout(location = 0) out vec4 fragColor;
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layout(location = 1) out vec2 fragTexCoord;
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layout(location = 2) out vec2 fragPosition;
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2025-11-10 22:08:52 +08:00
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layout(binding = 0, std140) uniform UniformBufferObject {
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float time; // offset 0
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float resX; // offset 4
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float resY; // offset 8
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float rotation; // offset 12
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float wavePhase; // offset 16
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float padding1; // offset 20
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float padding2; // offset 24
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2025-11-10 15:13:04 +08:00
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} ubo;
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void main() {
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gl_Position = vec4(inPosition, 0.0, 1.0);
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fragColor = inColor;
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fragTexCoord = inTexCoord;
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fragPosition = inPosition;
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}
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