2023-07-28 14:13:01 +08:00
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#version 310 es
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layout (location = POSITION) in vec4 a_position;
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layout (location = TEXCOORD0) in vec2 a_texCoord;
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2023-07-31 10:03:24 +08:00
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#if !defined(METAL)
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2023-07-28 14:13:01 +08:00
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layout (location = TEXCOORD1) in mat4 a_instance;
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2023-07-31 10:03:24 +08:00
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#endif
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2023-07-28 14:13:01 +08:00
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layout (location = TEXCOORD0) out vec2 v_texCoord;
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2023-07-31 10:03:24 +08:00
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layout(std140, binding = 0) uniform vs_ub {
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2023-07-28 14:13:01 +08:00
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mat4 u_MVPMatrix;
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};
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2023-07-31 10:03:24 +08:00
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#if defined(METAL)
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layout(std140, binding = 1) buffer vs_inst {
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mat4 u_instance[];
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};
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#endif
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2023-07-28 14:13:01 +08:00
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void main(void)
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{
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2023-07-31 10:03:24 +08:00
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#if defined(METAL)
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gl_Position = u_MVPMatrix * u_instance[gl_InstanceIndex] * a_position;
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#else
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2023-07-28 14:13:01 +08:00
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gl_Position = u_MVPMatrix * a_instance * a_position;
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2023-07-31 10:03:24 +08:00
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#endif
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2023-07-28 14:13:01 +08:00
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v_texCoord = a_texCoord;
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v_texCoord.y = 1.0 - v_texCoord.y;
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}
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