12 lines
No EOL
256 B
GLSL
12 lines
No EOL
256 B
GLSL
attribute vec2 aScreenCoords;
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attribute vec2 aTexCoords;
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varying vec2 texCoords;
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uniform mat4 transMatrix;
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uniform mat4 orthoMatrix;
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void main() {
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gl_Position = orthoMatrix * transMatrix * vec4(aScreenCoords, 1.0, 1.0);
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texCoords = aTexCoords;
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} |