1#version 450
2
3layout(location = 0) in vec2 a_position;
4
5layout(location = 0) out vec4 v_color;
6
7layout(set = 1, binding = 0) uniform Context {
8 mat4 mvp;
9 vec4 color;
10 vec2 texture_size; /* XXX unused */
11} u_context;
12
13void main() {
14 gl_PointSize = 1.0; /* FIXME: D3D11 pls */
15 gl_Position = u_context.mvp * vec4(a_position, 0, 1);
16 v_color = u_context.color;
17}