light/data/assets/shaders/texture/vs.glsl

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2022-03-04 22:40:20 +03:30
#version 450 core
layout(location = 0) in vec4 a_Position;
layout(location = 1) in vec2 a_TexCoord;
layout(std140, binding = 0) uniform ub_ViewProjection
{
mat4 u_ViewProjection;
};
layout(location = 0) out vec2 vso_TexCoord;
void main()
{
gl_Position = u_ViewProjection * a_Position;
vso_TexCoord = a_TexCoord;
}