David Gonzalez Martin be2de1d672 Render a texture
2024-11-10 08:48:46 -06:00

18 lines
336 B
GLSL

#version 450
layout (location = 0) in vec4 position;
layout (binding = 5) uniform ComponentsBlock
{
vec4 c1;
vec2 c2;
} components;
layout (xfb_buffer = 3, xfb_offset = 16) out gl_PerVertex
{
vec4 gl_Position;
};
void main()
{
gl_Position = position + components.c1 + vec4(components.c2, 0.0, 0.0);
}