/* * Copyright (c) 2015-2016 The Khronos Group Inc. * Copyright (c) 2015-2016 Valve Corporation * Copyright (c) 2015-2016 LunarG, Inc. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and/or associated documentation files (the "Materials"), to * deal in the Materials without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Materials, and to permit persons to whom the Materials are * furnished to do so, subject to the following conditions: * * The above copyright notice(s) and this permission notice shall be included in * all copies or substantial portions of the Materials. * * THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE MATERIALS OR THE * USE OR OTHER DEALINGS IN THE MATERIALS. */ /* * Vertex shader used by Cube demo. */ #version 400 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout(std140, binding = 0) uniform buf { mat4 MVP; vec4 position[12*3]; vec4 attr[12*3]; } ubuf; layout (location = 0) out vec4 texcoord; out gl_PerVertex { vec4 gl_Position; }; void main() { texcoord = ubuf.attr[gl_VertexIndex]; gl_Position = ubuf.MVP * ubuf.position[gl_VertexIndex]; // GL->VK conventions gl_Position.y = -gl_Position.y; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0; }