axmol/core/renderer/shaders/cameraClear.vert

23 lines
456 B
GLSL

#version 310 es
layout(location = POSITION) in vec4 a_position;
layout(location = COLOR0) in vec4 a_color;
layout(location = TEXCOORD0) in vec2 a_texCoord;
layout(location = TEXCOORD0) out vec2 v_texCoord;
layout(location = COLOR0) out vec4 v_color;
layout(std140) uniform vs_ub {
float depth;
};
void main()
{
gl_Position = a_position;
gl_Position.z = depth;
gl_Position.w = 1.0;
v_texCoord = a_texCoord;
v_color = a_color;
}