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