13 lines
No EOL
286 B
GLSL
13 lines
No EOL
286 B
GLSL
#version 330 core
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layout (location = 0) in vec2 aScreenCoords;
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layout (location = 1) in vec2 aTexCoords;
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out 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 * vec4(aScreenCoords, 0.0, 1.0);
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texCoords = aTexCoords;
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} |