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Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -06001/*
Karl Schultz481756e2016-02-02 15:37:51 -07002 * Copyright (c) 2015-2016 The Khronos Group Inc.
3 * Copyright (c) 2015-2016 Valve Corporation
4 * Copyright (c) 2015-2016 LunarG, Inc.
5 *
Jon Ashburn43b53e82016-04-19 11:30:31 -06006 * Licensed under the Apache License, Version 2.0 (the "License");
7 * you may not use this file except in compliance with the License.
8 * You may obtain a copy of the License at
Karl Schultz481756e2016-02-02 15:37:51 -07009 *
Jon Ashburn43b53e82016-04-19 11:30:31 -060010 * http://www.apache.org/licenses/LICENSE-2.0
Karl Schultz481756e2016-02-02 15:37:51 -070011 *
Jon Ashburn43b53e82016-04-19 11:30:31 -060012 * Unless required by applicable law or agreed to in writing, software
13 * distributed under the License is distributed on an "AS IS" BASIS,
14 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15 * See the License for the specific language governing permissions and
16 * limitations under the License.
Karl Schultz481756e2016-02-02 15:37:51 -070017 */
18/*
Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -060019 * Vertex shader used by Cube demo.
20 */
GregF54dc3782015-12-15 11:23:43 -070021#version 400
Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -060022#extension GL_ARB_separate_shader_objects : enable
23#extension GL_ARB_shading_language_420pack : enable
Jason Ekstrand9b439f32015-10-15 17:16:32 -070024layout(std140, binding = 0) uniform buf {
Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -060025 mat4 MVP;
26 vec4 position[12*3];
27 vec4 attr[12*3];
28} ubuf;
29
30layout (location = 0) out vec4 texcoord;
GregF54dc3782015-12-15 11:23:43 -070031
32out gl_PerVertex {
33 vec4 gl_Position;
34};
35
Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -060036void main()
37{
GregFfcfe34c2016-01-20 16:37:18 -070038 texcoord = ubuf.attr[gl_VertexIndex];
39 gl_Position = ubuf.MVP * ubuf.position[gl_VertexIndex];
Chia-I Wuc3487c22015-04-22 14:56:17 +080040
41 // GL->VK conventions
42 gl_Position.y = -gl_Position.y;
Chia-I Wue2504cb2015-04-22 14:20:52 +080043 gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;
Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -060044}