16 lines
268 B
GLSL
16 lines
268 B
GLSL
#version 330 core
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layout (location = 0) in vec4 vertex;
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out vec2 texcoords;
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layout (std140) uniform Projection
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{
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mat4 projection;
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};
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uniform mat4 model;
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void main()
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{
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texcoords = vertex.zw;
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gl_Position = projection * model * vec4(vertex.xy, 0.0, 1.0);
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} |