ddnet/data/shader/text.vert

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layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
uniform mat4x2 gPos;
uniform float gTextureSize;
noperspective out vec2 texCoord;
noperspective out vec4 outVertColor;
void main()
{
gl_Position = vec4(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
texCoord = vec2(inVertexTexCoord.x / gTextureSize, inVertexTexCoord.y / gTextureSize);
outVertColor = inVertexColor;
}