28d85d7ba3
It allows to enable it easily in GLES renderer. And we check if this extension is available anyway because it's needed for shadows, so we can use it for other shaders too.
21 lines
422 B
GLSL
21 lines
422 B
GLSL
uniform mat4 ModelViewMatrix;
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uniform vec3 Position;
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uniform vec2 Size;
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#ifdef Explicit_Attrib_Location_Usable
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layout(location = 0) in vec2 Corner;
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layout(location = 3) in vec2 Texcoord;
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#else
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in vec2 Corner;
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in vec2 Texcoord;
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#endif
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out vec2 uv;
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void main(void)
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{
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uv = Texcoord;
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vec4 Center = ModelViewMatrix * vec4(Position, 1.);
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gl_Position = ProjectionMatrix * (Center + vec4(Size * Corner, 0., 0.));
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}
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