prosperon/source/shaders/circlevert.glsl

13 lines
209 B
GLSL

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