21 lines
467 B
GLSL

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 0) uniform Global {
mat4 view;
mat4 proj;
} global;
layout(binding = 1) uniform Transform {
mat4 model;
} transform;
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec3 inColor;
layout(location = 0) out vec3 fragColor;
void main() {
gl_Position = global.proj * global.view * transform.model * vec4(inPosition, 0.0, 1.0);
fragColor = inColor;
}