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Diffstat (limited to 'glsl')
-rw-r--r--glsl/shader_2d.frag.glsl2
-rw-r--r--glsl/shader_2d.vert.glsl9
2 files changed, 8 insertions, 3 deletions
diff --git a/glsl/shader_2d.frag.glsl b/glsl/shader_2d.frag.glsl
index 1edbbbb..54ab1be 100644
--- a/glsl/shader_2d.frag.glsl
+++ b/glsl/shader_2d.frag.glsl
@@ -21,7 +21,7 @@ layout(location = 0) in vec2 in_texture_coord;
layout(location = 0) out vec4 out_color;
-layout(set = 0, binding = 1) uniform sampler2D texture_sampler;
+layout(set = 1, binding = 1) uniform sampler2D texture_sampler;
void
main()
diff --git a/glsl/shader_2d.vert.glsl b/glsl/shader_2d.vert.glsl
index 6e8ac59..b053fec 100644
--- a/glsl/shader_2d.vert.glsl
+++ b/glsl/shader_2d.vert.glsl
@@ -21,7 +21,12 @@ layout(location = 0) in vec2 in_texture_coord;
layout(location = 0) out vec2 out_texture_coord;
-layout(set = 0, binding = 0) uniform UBOSpritePositions
+layout(set = 0, binding = 0) uniform UBOProjection
+{
+ mat4 proj;
+} ubo_projection;
+
+layout(set = 1, binding = 0) uniform UBOSpritePositions
{
vec4 positions[128];
} ubo_sprite_positions;
@@ -49,5 +54,5 @@ main()
coordinate = vec2(position.z, position.w);
break;
}
- gl_Position = vec4(coordinate, 0.0, 1.0);
+ gl_Position = ubo_projection.proj * vec4(coordinate, 0.0, 1.0);
}