1#version 450 2#extension GL_ARB_separate_shader_objects : enable 3 4layout(binding = 1) uniform UniformBufferObject { 5 mat4 posTransform; 6 mat4 texcoordTransform; 7 uvec4 mode; 8 vec4 alpha; 9 vec4 color; 10} ubo; 11 12layout(location = 0) in vec2 inPosition; 13layout(location = 1) in vec2 texCoord; 14 15layout(location = 0) out vec2 fragTexCoord; 16 17void main() { 18 gl_Position = vec4((ubo.posTransform * vec4(inPosition, 0.0, 1.0)).xy, 0.0, 1.0); 19 fragTexCoord = (ubo.texcoordTransform * vec4(texCoord, 0.0, 1.0)).xy; 20} 21