Files
RealTimeFractal/Shaders/Vertex.glsl
2025-11-08 21:30:49 +01:00

15 lines
229 B
GLSL

#version 460 core
layout(location = 0) in vec2 a_Position;
layout(std430, binding = 3) buffer layoutName
{
vec2 data_SSBO[];
};
out vec2 v_TexCoord;
void main()
{
gl_Position = vec4(data_SSBO[gl_InstanceID], 0.0, 1.0);
}