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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 *
6 * Permission is hereby granted, free of charge, to any person obtaining a copy
7 * of this software and/or associated documentation files (the "Materials"), to
8 * deal in the Materials without restriction, including without limitation the
9 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
10 * sell copies of the Materials, and to permit persons to whom the Materials are
11 * furnished to do so, subject to the following conditions:
12 *
13 * The above copyright notice(s) and this permission notice shall be included in
14 * all copies or substantial portions of the Materials.
15 *
Karl Schultz481756e2016-02-02 15:37:51 -070016 * THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
17 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
19 *
20 * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
21 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
22 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE
23 * USE OR OTHER DEALINGS IN THE MATERIALS.
24 */
25/*
Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -060026 * Vertex shader used by Cube demo.
27 */
GregF54dc3782015-12-15 11:23:43 -070028#version 400
Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -060029#extension GL_ARB_separate_shader_objects : enable
30#extension GL_ARB_shading_language_420pack : enable
Jason Ekstrand9b439f32015-10-15 17:16:32 -070031layout(std140, binding = 0) uniform buf {
Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -060032 mat4 MVP;
33 vec4 position[12*3];
34 vec4 attr[12*3];
35} ubuf;
36
37layout (location = 0) out vec4 texcoord;
GregF54dc3782015-12-15 11:23:43 -070038
39out gl_PerVertex {
40 vec4 gl_Position;
41};
42
Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -060043void main()
44{
GregFfcfe34c2016-01-20 16:37:18 -070045 texcoord = ubuf.attr[gl_VertexIndex];
46 gl_Position = ubuf.MVP * ubuf.position[gl_VertexIndex];
Chia-I Wuc3487c22015-04-22 14:56:17 +080047
48 // GL->VK conventions
49 gl_Position.y = -gl_Position.y;
Chia-I Wue2504cb2015-04-22 14:20:52 +080050 gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0;
Courtney Goeltzenleuchter21c58b02014-10-30 10:07:20 -060051}