stk-code_catmod/data/shaders/billboard.vert

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422 B
GLSL
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uniform mat4 ModelViewMatrix;
uniform vec3 Position;
uniform vec2 Size;
#ifdef Explicit_Attrib_Location_Usable
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layout(location = 0) in vec2 Corner;
layout(location = 3) in vec2 Texcoord;
#else
in vec2 Corner;
in vec2 Texcoord;
#endif
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out vec2 uv;
void main(void)
{
uv = Texcoord;
vec4 Center = ModelViewMatrix * vec4(Position, 1.);
gl_Position = ProjectionMatrix * (Center + vec4(Size * Corner, 0., 0.));
}