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17 lines
391 B
GLSL
17 lines
391 B
GLSL
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#version 450
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layout(binding = 0) uniform _ubo {
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uniform mat4 proj;
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uniform mat4 surface_to_buffer;
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} ubo;
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layout(location = 0) in vec2 position;
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/* layout(location = 1) in vec2 texcoord; // unused here */
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layout(location = 1) out vec2 v_texcoord;
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void main() {
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gl_Position = ubo.proj * vec4(position, 0.0, 1.0);
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v_texcoord = vec2(ubo.surface_to_buffer * vec4(position, 0.0, 1.0));
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}
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