stk-code_catmod/data/shaders/billboard.vert
2014-01-27 17:33:08 +01:00

17 lines
337 B
GLSL

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