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16 lines
371 B
GLSL
16 lines
371 B
GLSL
#version 450
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layout(push_constant) uniform Push {
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vec4 rect; // x, y, w, h in 0..1 screen space
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} push;
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layout(location = 0) in vec2 aPos;
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layout(location = 1) in vec2 aUV;
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layout(location = 0) out vec2 TexCoord;
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void main() {
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TexCoord = aUV;
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vec2 screenPos = push.rect.xy + aPos * push.rect.zw;
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gl_Position = vec4(screenPos * 2.0 - 1.0, 0.0, 1.0);
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}
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