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- #version 450 core
-
- const float GLOW_SIZE_FACTOR = 2.00;
-
- layout (location = 0) in vec3 position;
-
- layout (std140, binding = 0) uniform Camera {
- mat4 projection;
- mat4 view;
- vec2 size;
- } camera;
-
- layout (location = 1) uniform mat4 model;
-
- out FragmentData {
- vec2 texCoords;
- } data;
-
- void main() {
- data.texCoords = position.xy * GLOW_SIZE_FACTOR + vec2(0.5);
- gl_Position = camera.projection * camera.view * model * vec4(position * GLOW_SIZE_FACTOR, 1.0);
- }
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