/* * SPDX-FileCopyrightText: (C) 2025 a dinosaur * SPDX-License-Identifier: Zlib */ #version 450 #ifdef VERTEX layout(location = 0) in vec3 i_position; layout(location = 1) in vec4 i_color; layout(location = 0) out vec4 v_color; layout(set = 1, binding = 0) uniform UBO { mat4 u_viewproj; }; void main() { v_color = i_color; gl_Position = u_viewproj * vec4(i_position, 1.0); } #else layout(location = 0) in vec4 v_color; layout(location = 0) out vec4 o_color; void main() { o_color = v_color; } #endif