#version 450 in vec4 pos; in vec2 nor; in vec2 tex; // uniform float texUnpack; void main() { #if defined(HLSL) || defined(METAL) || defined(SPIRV) vec2 texCoord = vec2(tex.x * 2.0 - 1.0, (1.0 - tex.y) * 2.0 - 1.0); #else vec2 texCoord = tex * 2.0 - 1.0; #endif gl_Position = vec4(texCoord, 0.0, 1.0); #ifdef HLSL float keep = pos.x + nor.x; #endif }