20 lines
398 B
GLSL
20 lines
398 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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#ifdef Explicit_Attrib_Location_Usable
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layout(location=0) in vec2 Position;
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layout(location=3) in vec2 Texcoord;
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#else
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in vec2 Position;
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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()
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{
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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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