21 lines
476 B
GLSL
21 lines
476 B
GLSL
#version 330 core
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uniform mat4 u_MVP;
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uniform sampler2D u_tex0;
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layout (location = 0) in vec2 in_pos;
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layout (location = 3) in vec4 in_color;
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layout (location = 8) in vec2 in_texCoords;
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out vec2 vTexCoords;
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out vec4 vColor;
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void main() {
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gl_Position = u_MVP * vec4(in_pos, 0.0f, 1.0f);
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// Texture coordinates are in pixels.
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// Need to convert into UV space before passing to fragment shader.
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vTexCoords = in_texCoords / textureSize(u_tex0, 0);
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vColor = in_color;
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}
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