/* clang-format off */ [vertex] /* clang-format on */ #version 450 layout(location = 0) in highp vec3 vertex; layout(push_constant, binding = 0, std430) uniform Constants { mat4 projection; mat2x4 modelview; vec2 direction; vec2 pad; } constants; layout(location = 0) out highp float depth; void main() { highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0],constants.modelview[1],vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0)); depth = dot(constants.direction,vtx.xy); gl_Position = constants.projection * vtx; } /* clang-format off */ [fragment] /* clang-format on */ #version 450 layout(location = 0) in highp float depth; layout(location = 0) out highp float distance_buf; void main() { distance_buf=depth; }