24 lines
464 B
GLSL
24 lines
464 B
GLSL
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// has to match what's in the vertex shader
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struct ImageRenderData {
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vec2 imagePosition;
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vec2 imageSize;
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vec2 anchorPoint;
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vec2 scale;
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float alpha;
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float borderWidth;
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uint flags;
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vec4 baseColor;
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vec4 rounding;
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vec4 borderColor;
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};
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layout(std140, set = 0, binding = 0) readonly buffer ImageBufferObjects {
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ImageRenderData objects[];
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} objectBuffer;
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layout (push_constant) uniform constants
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{
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vec2 extent;
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} PushConstants;
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