27 lines
474 B
GLSL
27 lines
474 B
GLSL
uniform vec2 center;
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uniform vec2 size;
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uniform vec2 texcenter;
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uniform vec2 texsize;
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#if __VERSION__ >= 130
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in vec2 position;
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in vec2 texcoord;
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in uvec4 color;
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out vec2 uv;
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out vec4 col;
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#else
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attribute vec2 position;
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attribute vec2 texcoord;
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attribute uvec4 color;
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varying vec2 uv;
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varying vec4 col;
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#endif
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void main()
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{
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col = vec4(color) / 255.;
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uv = texcoord * texsize + texcenter;
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gl_Position = vec4(position * size + center, 0., 1.);
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}
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