ExperimentalGear/shaders/laser.vs

28 lines
486 B
GLSL

#ifdef EMBEDDED
attribute vec2 inPos;
attribute vec2 inTex;
varying vec2 fsTex;
varying vec4 position;
#else
#extension GL_ARB_separate_shader_objects : enable
layout(location=0) in vec2 inPos;
layout(location=1) in vec2 inTex;
out gl_PerVertex
{
vec4 gl_Position;
};
layout(location=1) out vec2 fsTex;
out vec4 position;
#endif
uniform mat4 proj;
uniform mat4 camera;
uniform mat4 world;
void main()
{
fsTex = inTex;
gl_Position = proj * camera * world * vec4(inPos.xy, 0, 1);
}