ScreenLockDetector/shaders/background.vert

24 lines
550 B
GLSL

#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) uniform UniformBufferObject {
float time;
vec2 resolution;
float rotation;
float wavePhase;
} ubo;
void main() {
gl_Position = vec4(inPosition, 0.0, 1.0);
fragColor = inColor;
fragTexCoord = inTexCoord;
fragPosition = inPosition;
}