Files
wgpu/examples/cube/shader.vert
Svenn-Arne Dragly a113e5b78a Add conversion matrix from OpenGL to wgpu
The matrices in the examples are given in an OpenGL-like coordinate system,
while a Vulkan-like coordinate system is used by wgpu. This was previously
partially corrected in the shader and by flipping the up axis of the camera,
but left the x-axis mirrored in the final result.

This change adds a conversion matrix to framework.rs that can be used
to convert from OpenGL to wgpu. This also allows us to set the
winding-order to counter-clockwise, which matches the ordering in the data.
2019-07-05 17:47:37 +02:00

15 lines
290 B
GLSL

#version 450
layout(location = 0) in vec4 a_Pos;
layout(location = 1) in vec2 a_TexCoord;
layout(location = 0) out vec2 v_TexCoord;
layout(set = 0, binding = 0) uniform Locals {
mat4 u_Transform;
};
void main() {
v_TexCoord = a_TexCoord;
gl_Position = u_Transform * a_Pos;
}