ddnet/data/shader/prim.vert

16 lines
362 B
GLSL

layout (location = 0) in vec2 inVertex;
layout (location = 1) in vec2 inVertexTexCoord;
layout (location = 2) in vec4 inVertexColor;
uniform mat4x2 gPos;
noperspective out vec2 texCoord;
noperspective out vec4 vertColor;
void main()
{
gl_Position = vec4(gPos * vec4(inVertex, 0.0, 1.0), 0.0, 1.0);
texCoord = inVertexTexCoord;
vertColor = inVertexColor;
}