2 #ifndef SPV_GENERATED_HEADER
3 #define SPV_GENERATED_HEADER
8 extern std::vector<uint8_t> VSH_CODE;
12 layout( location = 0 ) in vec3 aPosition;
14 layout( set = 0, binding = 0, std140 ) uniform world
22 layout( set = 0, binding = 1, std140 ) uniform clipUniform
27 layout( location = 0 ) out vec4 triColor;
29 layout( location = 1 ) out vec2 uvCoords;
33 gl_Position = clip * mvp * vec4( aPosition* size, 1.0 );
34 uvCoords = aPosition.xy + vec2( 0.5, 0.5 );
39 extern std::vector<uint8_t> FSH_CODE;
43 layout( location = 0 ) in vec4 triColor;
44 layout( location = 1 ) in vec2 uvCoords;
45 layout( location = 0 ) out vec4 outColor;
47 layout( set = 0, binding = 2 ) uniform sampler2D uTexture;
51 outColor = texture( uTexture, uvCoords) * triColor;
55 #endif // SPV_GENERATED_HEADER