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+Squashed: Optimized shader source code encoding by ocornut (#8163, #7998, #7988) (squashed to avoid storing both in git history, 130 KB->62 KB)
22 lines
431 B
GLSL
22 lines
431 B
GLSL
#version 450 core
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 2) in vec4 aColor;
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layout(set=1,binding=0) uniform UBO {
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vec2 uScale;
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vec2 uTranslate;
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} ubo;
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layout(location = 0) out struct {
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vec4 Color;
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vec2 UV;
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} Out;
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void main()
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{
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Out.Color = aColor;
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Out.UV = aUV;
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gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1);
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gl_Position.y *= -1.0f;
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} |