KP3Dii/Data/resources/shaders/scanlines_v.glsl
2024-07-22 02:48:42 -05:00

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325 B
GLSL

#version 330 core
uniform mat4 u_projection;
layout (location = 0) in vec2 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec2 texcoord;
out vec4 v_color;
out vec2 v_texcoord;
void main()
{
v_color = color;
v_texcoord = texcoord;
gl_Position = u_projection * vec4(ceil(position), 0.0, 1.0);
}