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- uniform vec2 center;
- uniform vec2 size;
- uniform vec2 texcenter;
- uniform vec2 texsize;
- #if __VERSION__ >= 330
- layout(location=0) in vec2 Position;
- layout(location=3) in vec2 Texcoord;
- layout(location=2) in uvec4 Color;
- #else
- in vec2 Position;
- in vec2 Texcoord;
- in uvec4 Color;
- #endif
- out vec2 uv;
- out vec4 col;
- void main()
- {
- col = vec4(Color) / 255.;
- uv = Texcoord * texsize + texcenter;
- gl_Position = vec4(Position * size + center, 0., 1.);
- }
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