21 lines
406 B
GLSL
21 lines
406 B
GLSL
uniform mat4 ModelViewMatrix;
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uniform vec3 Position;
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uniform vec2 Size;
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#if __VERSION__ >= 330
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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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