#version 450 layout(set = 1, binding = 0) uniform Viewport { ivec2 view; ivec2 off; }; layout(location = 0) in ivec2 position; layout(location = 1) in ivec2 uv; layout(location = 2) in ivec4 color; layout(location = 0) out vec4 col; void main() { // per vertex shift vec2 shift; shift.x = float(off.x) / view.x; shift.y = -(float(off.y) / view.y); // vertex position vec2 pos; pos.x = float(position.x)*2.0 / view.x - 1.0; pos.y = -(float(position.y)*2.0 / view.y - 1.0); gl_Position = vec4(pos+shift, 0.0, 1.0); col = vec4(color) / 255.0; }