ddnet/data/shader/tile.vert

20 lines
360 B
GLSL

layout (location = 0) in vec2 inVertex;
#ifdef TW_TILE_TEXTURED
layout (location = 1) in uvec4 inVertexTexCoord;
#endif
uniform mat4x2 gPos;
#ifdef TW_TILE_TEXTURED
noperspective out vec3 TexCoord;
#endif
void main()
{
gl_Position = vec4(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
#ifdef TW_TILE_TEXTURED
TexCoord = vec3(inVertexTexCoord.xyz);
#endif
}