wgpu/gfx-examples/data/cube.vert

17 lines
383 B
GLSL

#version 450
layout(location = 0) in vec4 a_Pos;
layout(location = 1) in vec2 a_TexCoord;
layout(location = 0) out vec2 v_TexCoord;
layout(set = 0, binding = 0) uniform Locals {
mat4 u_Transform;
};
void main() {
v_TexCoord = a_TexCoord;
gl_Position = u_Transform * a_Pos;
// convert from -1,1 Z to 0,1
gl_Position.z = 0.5 * (gl_Position.z + gl_Position.w);
}