stk-code_catmod/data/shaders/billboard.vert
2014-08-07 00:52:44 +02:00

21 lines
406 B
GLSL

uniform mat4 ModelViewMatrix;
uniform vec3 Position;
uniform vec2 Size;
#if __VERSION__ >= 330
layout(location = 0) in vec2 Corner;
layout(location = 3) in vec2 Texcoord;
#else
in vec2 Corner;
in vec2 Texcoord;
#endif
out vec2 uv;
void main(void)
{
uv = Texcoord;
vec4 Center = ModelViewMatrix * vec4(Position, 1.);
gl_Position = ProjectionMatrix * (Center + vec4(Size * Corner, 0., 0.));
}