1#version 450
2
3layout(location = 0) in vec2 a_position;
4layout(location = 1) in vec4 a_color;
5layout(location = 2) in vec2 a_uv;
6
7layout(location = 0) out vec4 v_color;
8layout(location = 1) out vec2 v_uv;
9
10layout(set = 1, binding = 0) uniform Context {
11 mat4 mvp;
12 vec4 color; /* XXX unused */
13 vec2 texture_size;
14} u_context;
15
16void main() {
17 gl_Position = u_context.mvp * vec4(a_position, 0, 1);
18 v_color = a_color;
19 v_uv = a_uv / u_context.texture_size;
20}