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- 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.));
- }
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