/* * Copyright 2019-2020 NVIDIA Corporation. All rights reserved. * * Please refer to the NVIDIA end user license agreement (EULA) associated * with this source code for terms and conditions that govern your use of * this software. Any use, reproduction, disclosure, or distribution of * this software and related documentation outside the terms of the EULA * is strictly prohibited. * */ #version 450 #extension GL_ARB_separate_shader_objects : enable layout(binding = 0) uniform UniformBufferObject { mat4 modelViewProj; } ubo; layout(location = 0) in float height; layout(location = 1) in vec2 xyPos; layout(location = 0) out vec3 fragColor; void main() { gl_Position = ubo.modelViewProj * vec4(xyPos.xy, height, 1.0f); fragColor = vec3(0.0f, (height + 0.5f), 0.0f); }