stk-code_catmod/data/shaders/billboard.vert
2014-02-28 17:29:05 +01:00

23 lines
426 B
GLSL

uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
uniform vec3 Position;
uniform vec2 Size;
#if __VERSION__ >= 130
in vec2 Corner;
in vec2 Texcoord;
out vec2 uv;
#else
attribute vec2 Corner;
attribute vec2 Texcoord;
varying vec2 uv;
#endif
void main(void)
{
uv = Texcoord;
vec4 Center = ModelViewMatrix * vec4(Position, 1.);
gl_Position = ProjectionMatrix * (Center + vec4(Size * Corner, 0., 0.));
}