SHADE_Y3/Assets/Shaders/Text_VS.glsl

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2022-11-10 08:28:44 +08:00
#version 450
#extension GL_KHR_vulkan_glsl : enable
//#include "ShaderDescriptorDefinitions.glsl"
layout(location = 0) in vec4 positionalOffset;
layout(location = 1) in unsigned int glyphIndex;
layout(location = 0) out struct
{
vec4 vertPos; // location 0
vec2 uv; // location = 1
vec4 normal; // location = 2
} Out;
// material stuff
layout(location = 3) out struct
{
uint eid;
} Out2;
layout(set = 2, binding = 0) uniform CameraData
{
vec4 position;
mat4 vpMat;
mat4 viewMat;
mat4 projMat;
} cameraData;
void main()
{
Out2.eid = integerData[0];
// clip space for rendering
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
}