prosperon/source/shaders/spritevert.glsl

16 lines
268 B
GLSL

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